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
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|
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|
* modify it under the terms of the GNU General Public License
|
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|
* as published by the Free Software Foundation; either version 2
|
2011-11-29 10:54:47 +00:00
|
|
|
* 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) 2005 Blender Foundation.
|
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|
|
* All rights reserved.
|
|
|
|
*/
|
|
|
|
|
2019-02-18 08:08:12 +11:00
|
|
|
/** \file
|
|
|
|
* \ingroup gpu
|
2014-01-19 23:14:24 +11:00
|
|
|
*
|
|
|
|
* Convert material node-trees to GLSL.
|
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 "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
#include "DNA_customdata_types.h"
|
|
|
|
#include "DNA_image_types.h"
|
|
|
|
#include "DNA_material_types.h"
|
2017-07-14 17:40:54 +02:00
|
|
|
#include "DNA_node_types.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 "BLI_blenlib.h"
|
2018-03-11 23:43:09 +01:00
|
|
|
#include "BLI_hash_mm2a.h"
|
2018-06-07 11:58:15 +02:00
|
|
|
#include "BLI_link_utils.h"
|
2011-01-07 18:36:47 +00:00
|
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "BLI_dynstr.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 "BLI_ghash.h"
|
2018-06-07 11:58:15 +02:00
|
|
|
#include "BLI_threads.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
|
|
|
|
2018-03-11 23:43:09 +01:00
|
|
|
#include "PIL_time.h"
|
|
|
|
|
2015-12-06 21:20:19 +01:00
|
|
|
#include "GPU_extensions.h"
|
2015-02-16 21:19:12 +01:00
|
|
|
#include "GPU_glew.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_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
|
|
|
|
2015-03-23 15:29:42 -04:00
|
|
|
#include "BLI_sys_types.h" /* for intptr_t support */
|
2008-09-06 16:53:44 +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_codegen.h"
|
|
|
|
|
|
|
|
#include <string.h>
|
|
|
|
#include <stdarg.h>
|
|
|
|
|
|
|
|
extern char datatoc_gpu_shader_material_glsl[];
|
2015-07-20 16:08:06 +02:00
|
|
|
extern char datatoc_gpu_shader_geometry_glsl[];
|
2011-12-15 13:58:09 +00:00
|
|
|
|
|
|
|
static char *glsl_material_library = NULL;
|
|
|
|
|
2018-03-11 23:43:09 +01:00
|
|
|
/* -------------------- GPUPass Cache ------------------ */
|
|
|
|
/**
|
|
|
|
* Internal shader cache: This prevent the shader recompilation / stall when
|
|
|
|
* using undo/redo AND also allows for GPUPass reuse if the Shader code is the
|
|
|
|
* same for 2 different Materials. Unused GPUPasses are free by Garbage collection.
|
2019-03-19 15:17:46 +11:00
|
|
|
*/
|
2018-03-11 23:43:09 +01:00
|
|
|
|
2018-06-07 11:58:15 +02:00
|
|
|
/* Only use one linklist that contains the GPUPasses grouped by hash. */
|
|
|
|
static GPUPass *pass_cache = NULL;
|
|
|
|
static SpinLock pass_cache_spin;
|
2018-03-11 23:43:09 +01:00
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
static uint32_t gpu_pass_hash(const char *frag_gen, const char *defs, GPUVertAttrLayers *attrs)
|
2018-03-11 23:43:09 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_HashMurmur2A hm2a;
|
|
|
|
BLI_hash_mm2a_init(&hm2a, 0);
|
|
|
|
BLI_hash_mm2a_add(&hm2a, (uchar *)frag_gen, strlen(frag_gen));
|
|
|
|
if (attrs) {
|
|
|
|
for (int att_idx = 0; att_idx < attrs->totlayer; att_idx++) {
|
|
|
|
char *name = attrs->layer[att_idx].name;
|
|
|
|
BLI_hash_mm2a_add(&hm2a, (uchar *)name, strlen(name));
|
|
|
|
}
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
if (defs) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_hash_mm2a_add(&hm2a, (uchar *)defs, strlen(defs));
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
return BLI_hash_mm2a_end(&hm2a);
|
2018-03-11 23:43:09 +01:00
|
|
|
}
|
|
|
|
|
2018-06-07 11:58:15 +02:00
|
|
|
/* Search by hash only. Return first pass with the same hash.
|
|
|
|
* There is hash collision if (pass->next && pass->next->hash == hash) */
|
|
|
|
static GPUPass *gpu_pass_cache_lookup(uint32_t hash)
|
2018-03-11 23:43:09 +01:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_spin_lock(&pass_cache_spin);
|
|
|
|
/* Could be optimized with a Lookup table. */
|
|
|
|
for (GPUPass *pass = pass_cache; pass; pass = pass->next) {
|
|
|
|
if (pass->hash == hash) {
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
|
|
|
return pass;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
|
|
|
return NULL;
|
2018-06-07 11:58:15 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Check all possible passes with the same hash. */
|
2019-04-17 06:17:24 +02:00
|
|
|
static GPUPass *gpu_pass_cache_resolve_collision(GPUPass *pass,
|
|
|
|
const char *vert,
|
|
|
|
const char *geom,
|
|
|
|
const char *frag,
|
|
|
|
const char *defs,
|
|
|
|
uint32_t hash)
|
2018-06-07 11:58:15 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_spin_lock(&pass_cache_spin);
|
|
|
|
/* Collision, need to strcmp the whole shader. */
|
|
|
|
for (; pass && (pass->hash == hash); pass = pass->next) {
|
|
|
|
if ((defs != NULL) && (strcmp(pass->defines, defs) != 0)) { /* Pass */
|
|
|
|
}
|
|
|
|
else if ((geom != NULL) && (strcmp(pass->geometrycode, geom) != 0)) { /* Pass */
|
|
|
|
}
|
|
|
|
else if ((strcmp(pass->fragmentcode, frag) == 0) && (strcmp(pass->vertexcode, vert) == 0)) {
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
|
|
|
return pass;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
|
|
|
return NULL;
|
2018-03-11 23:43:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/* -------------------- GPU Codegen ------------------ */
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2015-01-24 15:02:54 +01:00
|
|
|
/* type definitions and constants */
|
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
|
|
|
#define MAX_FUNCTION_NAME 64
|
|
|
|
#define MAX_PARAMETER 32
|
2015-01-24 15:01:13 +01:00
|
|
|
|
2015-01-24 15:02:54 +01:00
|
|
|
typedef enum {
|
2019-04-17 06:17:24 +02:00
|
|
|
FUNCTION_QUAL_IN,
|
|
|
|
FUNCTION_QUAL_OUT,
|
|
|
|
FUNCTION_QUAL_INOUT,
|
2015-01-24 15:02:54 +01:00
|
|
|
} GPUFunctionQual;
|
2015-01-24 15:01:13 +01:00
|
|
|
|
|
|
|
typedef struct GPUFunction {
|
2019-04-17 06:17:24 +02:00
|
|
|
char name[MAX_FUNCTION_NAME];
|
|
|
|
eGPUType paramtype[MAX_PARAMETER];
|
|
|
|
GPUFunctionQual paramqual[MAX_PARAMETER];
|
|
|
|
int totparam;
|
2015-01-24 15:01:13 +01:00
|
|
|
} GPUFunction;
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
/* Indices match the eGPUType enum */
|
2017-09-14 01:02:10 +02:00
|
|
|
static const char *GPU_DATATYPE_STR[17] = {
|
2019-04-17 06:17:24 +02:00
|
|
|
"",
|
|
|
|
"float",
|
|
|
|
"vec2",
|
|
|
|
"vec3",
|
|
|
|
"vec4",
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
"mat3",
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
"mat4",
|
2016-06-09 05:44:25 +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
|
|
|
|
|
|
|
/* GLSL code parsing for finding function definitions.
|
|
|
|
* These are stored in a hash for lookup when creating a material. */
|
|
|
|
|
2015-03-23 15:29:42 -04:00
|
|
|
static GHash *FUNCTION_HASH = NULL;
|
|
|
|
#if 0
|
|
|
|
static char *FUNCTION_PROTOTYPES = NULL;
|
|
|
|
static GPUShader *FUNCTION_LIB = NULL;
|
|
|
|
#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
|
|
|
|
2010-12-03 17:05:21 +00:00
|
|
|
static int gpu_str_prefix(const char *str, const char *prefix)
|
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
|
|
|
while (*str && *prefix) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (*str != *prefix) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return 0;
|
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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
str++;
|
|
|
|
prefix++;
|
|
|
|
}
|
2018-06-04 09:09:12 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return (*prefix == '\0');
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static char *gpu_str_skip_token(char *str, char *token, int max)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
int len = 0;
|
|
|
|
|
|
|
|
/* skip a variable/function name */
|
|
|
|
while (*str) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ELEM(*str, ' ', '(', ')', ',', ';', '\t', '\n', '\r')) {
|
2019-04-17 06:17:24 +02:00
|
|
|
break;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
else {
|
|
|
|
if (token && len < max - 1) {
|
|
|
|
*token = *str;
|
|
|
|
token++;
|
|
|
|
len++;
|
|
|
|
}
|
|
|
|
str++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (token) {
|
2019-04-17 06:17:24 +02:00
|
|
|
*token = '\0';
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* skip the next special characters:
|
|
|
|
* note the missing ')' */
|
|
|
|
while (*str) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ELEM(*str, ' ', '(', ',', ';', '\t', '\n', '\r')) {
|
2019-04-17 06:17:24 +02:00
|
|
|
str++;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
break;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
return str;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_parse_functions_string(GHash *hash, char *code)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUFunction *function;
|
|
|
|
eGPUType type;
|
|
|
|
GPUFunctionQual qual;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
while ((code = strstr(code, "void "))) {
|
|
|
|
function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
|
|
|
|
|
|
|
|
code = gpu_str_skip_token(code, NULL, 0);
|
|
|
|
code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
|
|
|
|
|
|
|
|
/* get parameters */
|
|
|
|
while (*code && *code != ')') {
|
|
|
|
/* test if it's an input or output */
|
|
|
|
qual = FUNCTION_QUAL_IN;
|
2019-04-22 09:32:37 +10:00
|
|
|
if (gpu_str_prefix(code, "out ")) {
|
2019-04-17 06:17:24 +02:00
|
|
|
qual = FUNCTION_QUAL_OUT;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (gpu_str_prefix(code, "inout ")) {
|
2019-04-17 06:17:24 +02:00
|
|
|
qual = FUNCTION_QUAL_INOUT;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if ((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in ")) {
|
2019-04-17 06:17:24 +02:00
|
|
|
code = gpu_str_skip_token(code, NULL, 0);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
/* test for type */
|
|
|
|
type = GPU_NONE;
|
|
|
|
for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) {
|
|
|
|
if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
|
|
|
|
type = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!type && gpu_str_prefix(code, "samplerCube")) {
|
|
|
|
type = GPU_TEXCUBE;
|
|
|
|
}
|
|
|
|
if (!type && gpu_str_prefix(code, "sampler2DShadow")) {
|
|
|
|
type = GPU_SHADOW2D;
|
|
|
|
}
|
|
|
|
if (!type && gpu_str_prefix(code, "sampler1DArray")) {
|
|
|
|
type = GPU_TEX1D_ARRAY;
|
|
|
|
}
|
|
|
|
if (!type && gpu_str_prefix(code, "sampler2D")) {
|
|
|
|
type = GPU_TEX2D;
|
|
|
|
}
|
|
|
|
if (!type && gpu_str_prefix(code, "sampler3D")) {
|
|
|
|
type = GPU_TEX3D;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!type && gpu_str_prefix(code, "Closure")) {
|
|
|
|
type = GPU_CLOSURE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (type) {
|
|
|
|
/* add parameter */
|
|
|
|
code = gpu_str_skip_token(code, NULL, 0);
|
|
|
|
code = gpu_str_skip_token(code, NULL, 0);
|
|
|
|
function->paramqual[function->totparam] = qual;
|
|
|
|
function->paramtype[function->totparam] = type;
|
|
|
|
function->totparam++;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (function->name[0] == '\0' || function->totparam == 0) {
|
|
|
|
fprintf(stderr, "GPU functions parse error.\n");
|
|
|
|
MEM_freeN(function);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_ghash_insert(hash, function->name, function);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2008-09-19 16:09:26 +00:00
|
|
|
#if 0
|
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
|
|
|
static char *gpu_generate_function_prototyps(GHash *hash)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
DynStr *ds = BLI_dynstr_new();
|
|
|
|
GHashIterator *ghi;
|
|
|
|
GPUFunction *function;
|
|
|
|
char *name, *prototypes;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
/* automatically generate function prototypes to add to the top of the
|
|
|
|
* generated code, to avoid have to add the actual code & recompile all */
|
|
|
|
ghi = BLI_ghashIterator_new(hash);
|
|
|
|
|
|
|
|
for (; !BLI_ghashIterator_done(ghi); BLI_ghashIterator_step(ghi)) {
|
|
|
|
name = BLI_ghashIterator_getValue(ghi);
|
|
|
|
function = BLI_ghashIterator_getValue(ghi);
|
|
|
|
|
|
|
|
BLI_dynstr_appendf(ds, "void %s(", name);
|
|
|
|
for (a = 0; a < function->totparam; a++) {
|
|
|
|
if (function->paramqual[a] == FUNCTION_QUAL_OUT)
|
|
|
|
BLI_dynstr_append(ds, "out ");
|
|
|
|
else if (function->paramqual[a] == FUNCTION_QUAL_INOUT)
|
|
|
|
BLI_dynstr_append(ds, "inout ");
|
|
|
|
|
|
|
|
if (function->paramtype[a] == GPU_TEX2D)
|
|
|
|
BLI_dynstr_append(ds, "sampler2D");
|
|
|
|
else if (function->paramtype[a] == GPU_SHADOW2D)
|
|
|
|
BLI_dynstr_append(ds, "sampler2DShadow");
|
|
|
|
else
|
|
|
|
BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
|
2015-03-23 15:29:42 -04:00
|
|
|
# if 0
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, " param%d", a);
|
2015-03-23 15:29:42 -04:00
|
|
|
# endif
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (a != function->totparam - 1)
|
|
|
|
BLI_dynstr_append(ds, ", ");
|
|
|
|
}
|
|
|
|
BLI_dynstr_append(ds, ");\n");
|
|
|
|
}
|
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
|
|
|
BLI_dynstr_append(ds, "\n");
|
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
|
|
|
prototypes = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
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
|
|
|
return prototypes;
|
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
|
|
|
}
|
2008-09-19 16:09:26 +00:00
|
|
|
#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
|
|
|
|
2015-01-24 15:01:13 +01:00
|
|
|
static GPUFunction *gpu_lookup_function(const char *name)
|
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
|
|
|
if (!FUNCTION_HASH) {
|
|
|
|
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
|
|
|
|
gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
|
|
|
|
}
|
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
|
|
|
return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
|
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
|
|
|
}
|
|
|
|
|
2014-10-07 15:46:19 -05:00
|
|
|
void gpu_codegen_init(void)
|
2011-12-23 07:10:01 +00:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_code_generate_glsl_lib();
|
2011-12-23 07:10:01 +00:00
|
|
|
}
|
|
|
|
|
2014-10-07 15:46:19 -05:00
|
|
|
void gpu_codegen_exit(void)
|
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
|
|
|
extern Material defmaterial; /* render module abuse... */
|
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
|
|
|
if (defmaterial.gpumaterial.first) {
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_material_free(&defmaterial.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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (FUNCTION_HASH) {
|
|
|
|
BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
|
|
|
|
FUNCTION_HASH = NULL;
|
|
|
|
}
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPU_shader_free_builtin_shaders();
|
2012-05-01 02:50:17 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (glsl_material_library) {
|
|
|
|
MEM_freeN(glsl_material_library);
|
|
|
|
glsl_material_library = NULL;
|
|
|
|
}
|
2011-12-23 07:10:01 +00:00
|
|
|
|
2015-03-23 15:29:42 -04:00
|
|
|
#if 0
|
2019-04-17 06:17:24 +02:00
|
|
|
if (FUNCTION_PROTOTYPES) {
|
|
|
|
MEM_freeN(FUNCTION_PROTOTYPES);
|
|
|
|
FUNCTION_PROTOTYPES = NULL;
|
|
|
|
}
|
|
|
|
if (FUNCTION_LIB) {
|
|
|
|
GPU_shader_free(FUNCTION_LIB);
|
|
|
|
FUNCTION_LIB = NULL;
|
|
|
|
}
|
2015-03-23 15:29:42 -04:00
|
|
|
#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
|
|
|
}
|
|
|
|
|
|
|
|
/* GLSL code generation */
|
|
|
|
|
2010-12-03 17:05:21 +00:00
|
|
|
static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
|
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
|
|
|
char name[1024];
|
|
|
|
|
|
|
|
BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
|
|
|
|
|
|
|
|
if (from == to) {
|
|
|
|
BLI_dynstr_append(ds, name);
|
|
|
|
}
|
|
|
|
else if (to == GPU_FLOAT) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (from == GPU_VEC4) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC3) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC2) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "%s.r", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else if (to == GPU_VEC2) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (from == GPU_VEC4) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC3) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_FLOAT) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else if (to == GPU_VEC3) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (from == GPU_VEC4) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "%s.rgb", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC2) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_FLOAT) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else if (to == GPU_VEC4) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (from == GPU_VEC3) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC2) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_FLOAT) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else if (to == GPU_CLOSURE) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (from == GPU_VEC4) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC3) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "closure_emission(%s.rgb)", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_VEC2) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "closure_emission(%s.rrr)", name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (from == GPU_FLOAT) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_appendf(ds, "closure_emission(vec3(%s, %s, %s))", name, name, name);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_append(ds, name);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
static void codegen_print_datatype(DynStr *ds, const eGPUType type, float *data)
|
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
|
|
|
int i;
|
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
|
|
|
BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
|
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
|
|
|
for (i = 0; i < type; i++) {
|
|
|
|
BLI_dynstr_appendf(ds, "%.12f", data[i]);
|
2019-04-22 09:32:37 +10:00
|
|
|
if (i == type - 1) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, ")");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, ", ");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +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
|
|
|
}
|
|
|
|
|
|
|
|
static int codegen_input_has_texture(GPUInput *input)
|
|
|
|
{
|
2019-04-22 09:32:37 +10:00
|
|
|
if (input->link) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return 0;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
return (input->source == GPU_SOURCE_TEX);
|
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
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
const char *GPU_builtin_name(eGPUBuiltin builtin)
|
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
|
|
|
if (builtin == GPU_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfviewmat";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_OBJECT_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfobmat";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_INVERSE_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfinvviewmat";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_INVERSE_OBJECT_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfinvobmat";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_LOC_TO_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unflocaltoviewmat";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfinvlocaltoviewmat";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_VIEW_POSITION) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "varposition";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-05-08 19:33:54 +02:00
|
|
|
else if (builtin == GPU_WORLD_NORMAL) {
|
|
|
|
return "varwnormal";
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else if (builtin == GPU_VIEW_NORMAL) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "varnormal";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_OBCOLOR) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfobcolor";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_AUTO_BUMPSCALE) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfobautobumpscale";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_CAMERA_TEXCO_FACTORS) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfcameratexfactors";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_PARTICLE_SCALAR_PROPS) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfparticlescalarprops";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_PARTICLE_LOCATION) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfparticleco";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_PARTICLE_VELOCITY) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfparticlevel";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_PARTICLE_ANG_VELOCITY) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfparticleangvel";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_OBJECT_INFO) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfobjectinfo";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_VOLUME_DENSITY) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "sampdensity";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_VOLUME_FLAME) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "sampflame";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_VOLUME_TEMPERATURE) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unftemperature";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_BARYCENTRIC_TEXCO) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfbarycentrictex";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (builtin == GPU_BARYCENTRIC_DIST) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "unfbarycentricdist";
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
return "";
|
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
|
|
|
}
|
|
|
|
|
2015-01-24 17:07:38 +01:00
|
|
|
/* assign only one texid per buffer to avoid sampling the same texture twice */
|
|
|
|
static void codegen_set_texid(GHash *bindhash, GPUInput *input, int *texid, void *key)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (BLI_ghash_haskey(bindhash, key)) {
|
|
|
|
/* Reuse existing texid */
|
|
|
|
input->texid = POINTER_AS_INT(BLI_ghash_lookup(bindhash, key));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Allocate new texid */
|
|
|
|
input->texid = *texid;
|
|
|
|
(*texid)++;
|
|
|
|
input->bindtex = true;
|
|
|
|
BLI_ghash_insert(bindhash, key, POINTER_FROM_INT(input->texid));
|
|
|
|
}
|
2015-01-24 17:07:38 +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
|
|
|
static void codegen_set_unique_ids(ListBase *nodes)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GHash *bindhash;
|
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
|
|
|
GPUOutput *output;
|
|
|
|
int id = 1, texid = 0;
|
|
|
|
|
|
|
|
bindhash = BLI_ghash_ptr_new("codegen_set_unique_ids1 gh");
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
/* set id for unique names of uniform variables */
|
|
|
|
input->id = id++;
|
|
|
|
|
|
|
|
/* set texid used for settings texture slot */
|
|
|
|
if (codegen_input_has_texture(input)) {
|
|
|
|
input->bindtex = false;
|
|
|
|
if (input->ima) {
|
|
|
|
/* input is texture from image */
|
|
|
|
codegen_set_texid(bindhash, input, &texid, input->ima);
|
|
|
|
}
|
|
|
|
else if (input->coba) {
|
|
|
|
/* input is color band texture, check coba pointer */
|
|
|
|
codegen_set_texid(bindhash, input, &texid, input->coba);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Either input->ima or input->coba should be non-NULL. */
|
|
|
|
BLI_assert(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (output = node->outputs.first; output; output = output->next) {
|
|
|
|
/* set id for unique names of tmp variables storing output */
|
|
|
|
output->id = id++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_ghash_free(bindhash, NULL, NULL);
|
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
|
|
|
}
|
|
|
|
|
2017-07-14 17:40:54 +02:00
|
|
|
/**
|
|
|
|
* It will create an UBO for GPUMaterial if there is any GPU_DYNAMIC_UBO.
|
|
|
|
*/
|
|
|
|
static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds, ListBase *nodes)
|
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
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
|
|
|
const char *name;
|
|
|
|
int builtins = 0;
|
|
|
|
ListBase ubo_inputs = {NULL, NULL};
|
|
|
|
|
|
|
|
/* print uniforms */
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_TEX) {
|
|
|
|
/* create exactly one sampler for each texture */
|
|
|
|
if (codegen_input_has_texture(input) && input->bindtex) {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"uniform %s samp%d;\n",
|
|
|
|
(input->coba) ? "sampler1DArray" : "sampler2D",
|
|
|
|
input->texid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_BUILTIN) {
|
|
|
|
/* only define each builtin uniform/varying once */
|
|
|
|
if (!(builtins & input->builtin)) {
|
|
|
|
builtins |= input->builtin;
|
|
|
|
name = GPU_builtin_name(input->builtin);
|
|
|
|
|
|
|
|
if (gpu_str_prefix(name, "samp")) {
|
|
|
|
if ((input->builtin == GPU_VOLUME_DENSITY) || (input->builtin == GPU_VOLUME_FLAME)) {
|
|
|
|
BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (gpu_str_prefix(name, "unf")) {
|
|
|
|
BLI_dynstr_appendf(ds, "uniform %s %s;\n", GPU_DATATYPE_STR[input->type], name);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_appendf(ds, "in %s %s;\n", GPU_DATATYPE_STR[input->type], name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_STRUCT) {
|
|
|
|
/* Add other struct here if needed. */
|
|
|
|
BLI_dynstr_appendf(ds, "Closure strct%d = CLOSURE_DEFAULT;\n", input->id);
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_UNIFORM) {
|
|
|
|
if (!input->link) {
|
|
|
|
/* We handle the UBOuniforms separately. */
|
|
|
|
BLI_addtail(&ubo_inputs, BLI_genericNodeN(input));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_CONSTANT) {
|
|
|
|
BLI_dynstr_appendf(ds, "const %s cons%d = ", GPU_DATATYPE_STR[input->type], input->id);
|
|
|
|
codegen_print_datatype(ds, input->type, input->vec);
|
|
|
|
BLI_dynstr_append(ds, ";\n");
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
|
|
|
|
BLI_dynstr_appendf(ds, "in %s var%d;\n", GPU_DATATYPE_STR[input->type], input->attr_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Handle the UBO block separately. */
|
|
|
|
if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
|
|
|
|
GPU_material_uniform_buffer_create(material, &ubo_inputs);
|
|
|
|
|
|
|
|
/* Inputs are sorted */
|
|
|
|
BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
|
|
|
|
|
|
|
|
for (LinkData *link = ubo_inputs.first; link; link = link->next) {
|
|
|
|
input = link->data;
|
|
|
|
BLI_dynstr_appendf(ds, "\t%s unf%d;\n", GPU_DATATYPE_STR[input->type], input->id);
|
|
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "};\n");
|
|
|
|
BLI_freelistN(&ubo_inputs);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
|
|
|
|
|
|
return builtins;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUNode *node;
|
|
|
|
GPUOutput *output;
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
/* declare temporary variables for node output storage */
|
|
|
|
for (output = node->outputs.first; output; output = output->next) {
|
|
|
|
if (output->type == GPU_CLOSURE) {
|
|
|
|
BLI_dynstr_appendf(ds, "\tClosure tmp%d;\n", output->id);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n", GPU_DATATYPE_STR[output->type], output->id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
|
|
|
GPUOutput *output;
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
BLI_dynstr_appendf(ds, "\t%s(", node->name);
|
|
|
|
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_TEX) {
|
|
|
|
BLI_dynstr_appendf(ds, "samp%d", input->texid);
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_OUTPUT) {
|
|
|
|
codegen_convert_datatype(
|
|
|
|
ds, input->link->output->type, input->type, "tmp", input->link->output->id);
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_BUILTIN) {
|
|
|
|
/* TODO(fclem) get rid of that. */
|
2019-04-22 09:32:37 +10:00
|
|
|
if (input->builtin == GPU_INVERSE_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "viewinv");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "viewmat");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_CAMERA_TEXCO_FACTORS) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "camtexfac");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_LOC_TO_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "localtoviewmat");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "invlocaltoviewmat");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_BARYCENTRIC_DIST) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "barycentricDist");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_BARYCENTRIC_TEXCO) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "barytexco");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_OBJECT_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "objmat");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "objinv");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_VIEW_POSITION) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "viewposition");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else if (input->builtin == GPU_VIEW_NORMAL) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "facingnormal");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-05-08 19:33:54 +02:00
|
|
|
else if (input->builtin == GPU_WORLD_NORMAL) {
|
|
|
|
BLI_dynstr_append(ds, "facingwnormal");
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_STRUCT) {
|
|
|
|
BLI_dynstr_appendf(ds, "strct%d", input->id);
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_UNIFORM) {
|
|
|
|
BLI_dynstr_appendf(ds, "unf%d", input->id);
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_CONSTANT) {
|
|
|
|
BLI_dynstr_appendf(ds, "cons%d", input->id);
|
|
|
|
}
|
|
|
|
else if (input->source == GPU_SOURCE_ATTR) {
|
|
|
|
BLI_dynstr_appendf(ds, "var%d", input->attr_id);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, ", ");
|
|
|
|
}
|
|
|
|
|
|
|
|
for (output = node->outputs.first; output; output = output->next) {
|
|
|
|
BLI_dynstr_appendf(ds, "tmp%d", output->id);
|
2019-04-22 09:32:37 +10:00
|
|
|
if (output->next) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, ", ");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, ");\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_appendf(ds, "\n\treturn tmp%d", finaloutput->id);
|
|
|
|
BLI_dynstr_append(ds, ";\n");
|
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
|
|
|
static char *code_generate_fragment(GPUMaterial *material,
|
|
|
|
ListBase *nodes,
|
|
|
|
GPUOutput *output,
|
|
|
|
int *rbuiltins)
|
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
|
|
|
DynStr *ds = BLI_dynstr_new();
|
|
|
|
char *code;
|
|
|
|
int builtins;
|
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
|
|
|
|
2015-03-23 15:29:42 -04:00
|
|
|
#if 0
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
|
2015-03-23 15:29:42 -04:00
|
|
|
#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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
codegen_set_unique_ids(nodes);
|
|
|
|
*rbuiltins = builtins = codegen_process_uniforms_functions(material, ds, nodes);
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (builtins & GPU_BARYCENTRIC_TEXCO) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "in vec2 barycentricTexCo;\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "flat in vec3 barycentricDist;\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_TEXCO) {
|
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
BLI_dynstr_append(ds,
|
|
|
|
"\tvec2 barytexco = vec2((fract(barycentricTexCo.y) != 0.0)\n"
|
|
|
|
"\t ? barycentricTexCo.x\n"
|
|
|
|
"\t : 1.0 - barycentricTexCo.x,\n"
|
|
|
|
"\t 0.0);\n");
|
|
|
|
BLI_dynstr_append(ds, "#else\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec2 barytexco = barycentricTexCo;\n");
|
|
|
|
BLI_dynstr_append(ds, "#endif\n");
|
|
|
|
}
|
|
|
|
/* TODO(fclem) get rid of that. */
|
2019-04-22 09:32:37 +10:00
|
|
|
if (builtins & GPU_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define viewmat ViewMatrix\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_CAMERA_TEXCO_FACTORS) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define camtexfac CameraTexCoFactors\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_OBJECT_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_INVERSE_OBJECT_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_INVERSE_VIEW_MATRIX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_LOC_TO_VIEW_MATRIX) {
|
2019-05-11 13:59:10 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define localtoviewmat (ViewMatrix * ModelMatrix)\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
|
2019-05-11 13:59:10 +02:00
|
|
|
BLI_dynstr_append(ds,
|
|
|
|
"\t#define invlocaltoviewmat (ModelMatrixInverse * ViewMatrixInverse)\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
if (builtins & GPU_VIEW_NORMAL) {
|
2019-05-02 14:32:12 +02:00
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 n;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tworld_normals_get(n);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n");
|
|
|
|
BLI_dynstr_append(ds, "#else\n");
|
2019-05-08 19:33:54 +02:00
|
|
|
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing ? viewNormal: -viewNormal;\n");
|
2019-05-02 14:32:12 +02:00
|
|
|
BLI_dynstr_append(ds, "#endif\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-05-08 19:33:54 +02:00
|
|
|
if (builtins & GPU_WORLD_NORMAL) {
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 facingwnormal;\n");
|
|
|
|
if (builtins & GPU_VIEW_NORMAL) {
|
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
BLI_dynstr_append(ds, "\tfacingwnormal = n;\n");
|
|
|
|
BLI_dynstr_append(ds, "#else\n");
|
|
|
|
BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
|
|
|
|
BLI_dynstr_append(ds, "#endif\n");
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_append(ds, "\tworld_normals_get(facingwnormal);\n");
|
|
|
|
}
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
if (builtins & GPU_VIEW_POSITION) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
codegen_declare_tmps(ds, nodes);
|
|
|
|
codegen_call_functions(ds, nodes, output);
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
|
2019-04-22 01:45:43 +10:00
|
|
|
/* XXX This cannot go into gpu_shader_material.glsl because main()
|
|
|
|
* would be parsed and generate error */
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Old glsl mode compat. */
|
|
|
|
BLI_dynstr_append(ds, "#ifndef NODETREE_EXEC\n");
|
|
|
|
BLI_dynstr_append(ds, "out vec4 fragColor;\n");
|
|
|
|
BLI_dynstr_append(ds, "void main()\n");
|
|
|
|
BLI_dynstr_append(ds, "{\n");
|
|
|
|
BLI_dynstr_append(ds, "\tClosure cl = nodetree_exec();\n");
|
|
|
|
BLI_dynstr_append(ds, "\tfragColor = vec4(cl.radiance, cl.opacity);\n");
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
BLI_dynstr_append(ds, "#endif\n\n");
|
|
|
|
|
|
|
|
/* create shader */
|
|
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
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
|
|
|
|
2015-03-23 15:29:42 -04:00
|
|
|
#if 0
|
2019-04-17 08:24:14 +02:00
|
|
|
if (G.debug & G_DEBUG)
|
|
|
|
printf("%s\n", code);
|
2015-03-23 15:29:42 -04:00
|
|
|
#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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return code;
|
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
|
|
|
}
|
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
static const char *attr_prefix_get(CustomDataType type)
|
2017-05-01 18:09:50 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
switch (type) {
|
|
|
|
case CD_ORCO:
|
|
|
|
return "orco";
|
|
|
|
case CD_MTFACE:
|
|
|
|
return "u";
|
|
|
|
case CD_TANGENT:
|
|
|
|
return "t";
|
|
|
|
case CD_MCOL:
|
|
|
|
return "c";
|
|
|
|
case CD_AUTO_FROM_NAME:
|
|
|
|
return "a";
|
|
|
|
default:
|
|
|
|
BLI_assert(false && "GPUVertAttr Prefix type not found : This should not happen!");
|
|
|
|
return "";
|
|
|
|
}
|
2017-05-01 18:09:50 +02:00
|
|
|
}
|
|
|
|
|
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
|
|
|
static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool use_geom)
|
2017-05-01 18:09:50 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
DynStr *ds = BLI_dynstr_new();
|
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
|
|
|
char *code;
|
|
|
|
int builtins = 0;
|
|
|
|
|
|
|
|
/* Hairs uv and col attributes are passed by bufferTextures. */
|
|
|
|
BLI_dynstr_append(ds,
|
|
|
|
"#ifdef HAIR_SHADER\n"
|
|
|
|
"#define DEFINE_ATTR(type, attr) uniform samplerBuffer attr\n"
|
|
|
|
"#else\n"
|
|
|
|
"#define DEFINE_ATTR(type, attr) in type attr\n"
|
|
|
|
"#endif\n");
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_BUILTIN) {
|
|
|
|
builtins |= input->builtin;
|
|
|
|
}
|
|
|
|
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
|
|
|
|
/* XXX FIXME : see notes in mesh_render_data_create() */
|
|
|
|
/* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
|
|
|
|
if (input->attr_type == CD_ORCO) {
|
|
|
|
/* OPTI : orco is computed from local positions, but only if no modifier is present. */
|
|
|
|
BLI_dynstr_append(ds, "uniform vec3 OrcoTexCoFactors[2];\n");
|
|
|
|
BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
|
|
|
|
}
|
|
|
|
else if (input->attr_name[0] == '\0') {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"DEFINE_ATTR(%s, %s);\n",
|
|
|
|
GPU_DATATYPE_STR[input->type],
|
|
|
|
attr_prefix_get(input->attr_type));
|
|
|
|
BLI_dynstr_appendf(
|
|
|
|
ds, "#define att%d %s\n", input->attr_id, attr_prefix_get(input->attr_type));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
uint hash = BLI_ghashutil_strhash_p(input->attr_name);
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"DEFINE_ATTR(%s, %s%u);\n",
|
|
|
|
GPU_DATATYPE_STR[input->type],
|
|
|
|
attr_prefix_get(input->attr_type),
|
|
|
|
hash);
|
|
|
|
BLI_dynstr_appendf(
|
|
|
|
ds, "#define att%d %s%u\n", input->attr_id, attr_prefix_get(input->attr_type), hash);
|
|
|
|
/* Auto attribute can be vertex color byte buffer.
|
|
|
|
* We need to know and convert them to linear space in VS. */
|
|
|
|
if (input->attr_type == CD_AUTO_FROM_NAME) {
|
|
|
|
BLI_dynstr_appendf(ds, "uniform bool ba%u;\n", hash);
|
|
|
|
BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attr_id, hash);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"out %s var%d%s;\n",
|
|
|
|
GPU_DATATYPE_STR[input->type],
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_TEXCO) {
|
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
BLI_dynstr_appendf(ds, "out vec2 barycentricTexCo%s;\n", use_geom ? "g" : "");
|
|
|
|
BLI_dynstr_append(ds, "#endif\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
|
|
|
BLI_dynstr_append(ds, "out vec3 barycentricPosg;\n");
|
|
|
|
}
|
|
|
|
|
2019-05-14 00:48:17 +02:00
|
|
|
BLI_dynstr_append(ds, "\n#define USE_ATTR\n");
|
|
|
|
|
|
|
|
/* Prototype, defined later (this is because of matrices definition). */
|
|
|
|
BLI_dynstr_append(ds, "void pass_attr(in vec3 position);\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
|
|
|
|
|
|
if (use_geom) {
|
|
|
|
/* XXX HACK: Eevee specific. */
|
|
|
|
char *vert_new, *vert_new2;
|
|
|
|
vert_new = BLI_str_replaceN(vert_code, "worldPosition", "worldPositiong");
|
|
|
|
vert_new2 = vert_new;
|
|
|
|
vert_new = BLI_str_replaceN(vert_new2, "viewPosition", "viewPositiong");
|
|
|
|
MEM_freeN(vert_new2);
|
|
|
|
vert_new2 = vert_new;
|
|
|
|
vert_new = BLI_str_replaceN(vert_new2, "worldNormal", "worldNormalg");
|
|
|
|
MEM_freeN(vert_new2);
|
|
|
|
vert_new2 = vert_new;
|
|
|
|
vert_new = BLI_str_replaceN(vert_new2, "viewNormal", "viewNormalg");
|
|
|
|
MEM_freeN(vert_new2);
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, vert_new);
|
|
|
|
|
|
|
|
MEM_freeN(vert_new);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_append(ds, vert_code);
|
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds,
|
|
|
|
"#define USE_ATTR\n"
|
|
|
|
"vec3 srgb_to_linear_attr(vec3 c) {\n"
|
|
|
|
"\tc = max(c, vec3(0.0));\n"
|
|
|
|
"\tvec3 c1 = c * (1.0 / 12.92);\n"
|
|
|
|
"\tvec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));\n"
|
|
|
|
"\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
|
|
|
|
"}\n\n");
|
|
|
|
|
|
|
|
/* Prototype because defined later. */
|
|
|
|
BLI_dynstr_append(ds,
|
|
|
|
"vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
|
|
|
|
"vec3 hair_get_customdata_vec3(const samplerBuffer);\n"
|
|
|
|
"vec4 hair_get_customdata_vec4(const samplerBuffer);\n"
|
|
|
|
"vec3 hair_get_strand_pos(void);\n"
|
|
|
|
"int hair_get_base_id(void);\n"
|
|
|
|
"\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "void pass_attr(in vec3 position) {\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_TEXCO) {
|
|
|
|
/* To match cycles without breaking into individual segment we encode if we need to invert
|
|
|
|
* the first component into the second component. We invert if the barycentricTexCo.y
|
|
|
|
* is NOT 0.0 or 1.0. */
|
|
|
|
BLI_dynstr_append(ds, "\tint _base_id = hair_get_base_id();\n");
|
|
|
|
BLI_dynstr_appendf(
|
|
|
|
ds, "\tbarycentricTexCo%s.x = float((_base_id %% 2) == 1);\n", use_geom ? "g" : "");
|
|
|
|
BLI_dynstr_appendf(
|
|
|
|
ds, "\tbarycentricTexCo%s.y = float(((_base_id %% 4) %% 3) > 0);\n", use_geom ? "g" : "");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricPosg = position;\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
|
|
|
|
if (input->attr_type == CD_TANGENT) {
|
|
|
|
/* Not supported by hairs */
|
|
|
|
BLI_dynstr_appendf(ds, "\tvar%d%s = vec4(0.0);\n", input->attr_id, use_geom ? "g" : "");
|
|
|
|
}
|
|
|
|
else if (input->attr_type == CD_ORCO) {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tvar%d%s = OrcoTexCoFactors[0] + (ModelMatrixInverse * "
|
|
|
|
"vec4(hair_get_strand_pos(), 1.0)).xyz * OrcoTexCoFactors[1];\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "");
|
|
|
|
/* TODO: fix ORCO with modifiers. */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tvar%d%s = hair_get_customdata_%s(att%d);\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "",
|
|
|
|
GPU_DATATYPE_STR[input->type],
|
|
|
|
input->attr_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "#else /* MESH_SHADER */\n");
|
|
|
|
|
|
|
|
/* GPU_BARYCENTRIC_TEXCO cannot be computed based on gl_VertexID
|
|
|
|
* for MESH_SHADER because of indexed drawing. In this case a
|
|
|
|
* geometry shader is needed. */
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricPosg = (ModelMatrix * vec4(position, 1.0)).xyz;\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
|
|
|
|
if (input->attr_type == CD_TANGENT) { /* silly exception */
|
|
|
|
BLI_dynstr_appendf(ds,
|
2019-05-08 23:21:09 +02:00
|
|
|
"\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n",
|
2019-04-17 06:17:24 +02:00
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "",
|
|
|
|
input->attr_id);
|
|
|
|
BLI_dynstr_appendf(
|
|
|
|
ds, "\tvar%d%s.w = att%d.w;\n", input->attr_id, use_geom ? "g" : "", input->attr_id);
|
|
|
|
/* Normalize only if vector is not null. */
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tfloat lvar%d = dot(var%d%s.xyz, var%d%s.xyz);\n",
|
|
|
|
input->attr_id,
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "");
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tvar%d%s.xyz *= (lvar%d > 0.0) ? inversesqrt(lvar%d) : 1.0;\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "",
|
|
|
|
input->attr_id,
|
|
|
|
input->attr_id);
|
|
|
|
}
|
|
|
|
else if (input->attr_type == CD_ORCO) {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tvar%d%s = OrcoTexCoFactors[0] + position * OrcoTexCoFactors[1];\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "");
|
|
|
|
/* See mesh_create_loop_orco() for explanation. */
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tif (orco.w == 0.0) { var%d%s = orco.xyz * 0.5 + 0.5; }\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "");
|
|
|
|
}
|
|
|
|
else if (input->attr_type == CD_MCOL) {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tvar%d%s = srgb_to_linear_attr(att%d);\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "",
|
|
|
|
input->attr_id);
|
|
|
|
}
|
|
|
|
else if (input->attr_type == CD_AUTO_FROM_NAME) {
|
|
|
|
BLI_dynstr_appendf(ds,
|
|
|
|
"\tvar%d%s = (att%d_is_srgb) ? srgb_to_linear_attr(att%d) : att%d;\n",
|
|
|
|
input->attr_id,
|
|
|
|
use_geom ? "g" : "",
|
|
|
|
input->attr_id,
|
|
|
|
input->attr_id,
|
|
|
|
input->attr_id);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_appendf(
|
|
|
|
ds, "\tvar%d%s = att%d;\n", input->attr_id, use_geom ? "g" : "", input->attr_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "#endif /* HAIR_SHADER */\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
|
|
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
|
|
|
|
|
|
BLI_dynstr_free(ds);
|
2017-05-01 18:09:50 +02:00
|
|
|
|
|
|
|
#if 0
|
2019-04-17 08:24:14 +02:00
|
|
|
if (G.debug & G_DEBUG)
|
|
|
|
printf("%s\n", code);
|
2017-05-01 18:09:50 +02:00
|
|
|
#endif
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
return code;
|
2017-05-01 18:09:50 +02:00
|
|
|
}
|
|
|
|
|
2019-02-28 13:56:03 +01:00
|
|
|
static char *code_generate_geometry(ListBase *nodes, const char *geom_code, const char *defines)
|
2017-06-28 21:05:43 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
DynStr *ds = BLI_dynstr_new();
|
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
|
|
|
char *code;
|
|
|
|
int builtins = 0;
|
|
|
|
|
|
|
|
/* XXX we should not make specific eevee cases here. */
|
|
|
|
bool is_hair_shader = (strstr(defines, "HAIR_SHADER") != NULL);
|
|
|
|
|
|
|
|
/* Create prototype because attributes cannot be declared before layout. */
|
|
|
|
BLI_dynstr_append(ds, "void pass_attr(in int vert);\n");
|
|
|
|
BLI_dynstr_append(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2);\n");
|
|
|
|
BLI_dynstr_append(ds, "#define USE_ATTR\n");
|
|
|
|
|
|
|
|
/* Generate varying declarations. */
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_BUILTIN) {
|
|
|
|
builtins |= input->builtin;
|
|
|
|
}
|
|
|
|
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
|
|
|
|
BLI_dynstr_appendf(ds, "in %s var%dg[];\n", GPU_DATATYPE_STR[input->type], input->attr_id);
|
|
|
|
BLI_dynstr_appendf(ds, "out %s var%d;\n", GPU_DATATYPE_STR[input->type], input->attr_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_TEXCO) {
|
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
BLI_dynstr_append(ds, "in vec2 barycentricTexCog[];\n");
|
|
|
|
BLI_dynstr_append(ds, "#endif\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "out vec2 barycentricTexCo;\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
|
|
|
BLI_dynstr_append(ds, "in vec3 barycentricPosg[];\n");
|
|
|
|
BLI_dynstr_append(ds, "flat out vec3 barycentricDist;\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (geom_code == NULL) {
|
|
|
|
/* Force geometry usage if GPU_BARYCENTRIC_DIST or GPU_BARYCENTRIC_TEXCO are used.
|
|
|
|
* Note: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */
|
|
|
|
if ((builtins & (GPU_BARYCENTRIC_DIST | GPU_BARYCENTRIC_TEXCO)) == 0 || is_hair_shader) {
|
|
|
|
/* Early out */
|
|
|
|
BLI_dynstr_free(ds);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Force geom shader usage */
|
|
|
|
/* TODO put in external file. */
|
|
|
|
BLI_dynstr_append(ds, "layout(triangles) in;\n");
|
|
|
|
BLI_dynstr_append(ds, "layout(triangle_strip, max_vertices=3) out;\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "in vec3 worldPositiong[];\n");
|
|
|
|
BLI_dynstr_append(ds, "in vec3 viewPositiong[];\n");
|
|
|
|
BLI_dynstr_append(ds, "in vec3 worldNormalg[];\n");
|
|
|
|
BLI_dynstr_append(ds, "in vec3 viewNormalg[];\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "out vec3 worldPosition;\n");
|
|
|
|
BLI_dynstr_append(ds, "out vec3 viewPosition;\n");
|
|
|
|
BLI_dynstr_append(ds, "out vec3 worldNormal;\n");
|
|
|
|
BLI_dynstr_append(ds, "out vec3 viewNormal;\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "void main(){\n");
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
|
|
|
BLI_dynstr_append(ds,
|
|
|
|
"\tcalc_barycentric_distances(barycentricPosg[0], barycentricPosg[1], "
|
|
|
|
"barycentricPosg[2]);\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\tgl_Position = gl_in[0].gl_Position;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tpass_attr(0);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tEmitVertex();\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\tgl_Position = gl_in[1].gl_Position;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tpass_attr(1);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tEmitVertex();\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\tgl_Position = gl_in[2].gl_Position;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tpass_attr(2);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tEmitVertex();\n");
|
|
|
|
BLI_dynstr_append(ds, "};\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BLI_dynstr_append(ds, geom_code);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_DIST) {
|
|
|
|
BLI_dynstr_append(ds, "void calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2) {\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 edge21 = pos2 - pos1;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 edge10 = pos1 - pos0;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 edge02 = pos0 - pos2;\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 d21 = normalize(edge21);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 d10 = normalize(edge10);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tvec3 d02 = normalize(edge02);\n");
|
|
|
|
|
|
|
|
BLI_dynstr_append(ds, "\tfloat d = dot(d21, edge02);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricDist.x = sqrt(dot(edge02, edge02) - d * d);\n");
|
|
|
|
BLI_dynstr_append(ds, "\td = dot(d02, edge10);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricDist.y = sqrt(dot(edge10, edge10) - d * d);\n");
|
|
|
|
BLI_dynstr_append(ds, "\td = dot(d10, edge21);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricDist.z = sqrt(dot(edge21, edge21) - d * d);\n");
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Generate varying assignments. */
|
|
|
|
BLI_dynstr_append(ds, "void pass_attr(in int vert) {\n");
|
|
|
|
|
|
|
|
/* XXX HACK: Eevee specific. */
|
|
|
|
if (geom_code == NULL) {
|
|
|
|
BLI_dynstr_append(ds, "\tworldPosition = worldPositiong[vert];\n");
|
|
|
|
BLI_dynstr_append(ds, "\tviewPosition = viewPositiong[vert];\n");
|
|
|
|
BLI_dynstr_append(ds, "\tworldNormal = worldNormalg[vert];\n");
|
|
|
|
BLI_dynstr_append(ds, "\tviewNormal = viewNormalg[vert];\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (builtins & GPU_BARYCENTRIC_TEXCO) {
|
|
|
|
BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n");
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricTexCo = barycentricTexCog[vert];\n");
|
|
|
|
BLI_dynstr_append(ds, "#else\n");
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricTexCo.x = float((vert % 3) == 0);\n");
|
|
|
|
BLI_dynstr_append(ds, "\tbarycentricTexCo.y = float((vert % 3) == 1);\n");
|
|
|
|
BLI_dynstr_append(ds, "#endif\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_ATTR && input->attr_first) {
|
|
|
|
/* TODO let shader choose what to do depending on what the attribute is. */
|
|
|
|
BLI_dynstr_appendf(ds, "\tvar%d = var%dg[vert];\n", input->attr_id, input->attr_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
|
|
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
|
|
|
|
|
|
|
return code;
|
2017-06-28 21:05:43 +02:00
|
|
|
}
|
|
|
|
|
2011-12-17 00:52:36 +00:00
|
|
|
void GPU_code_generate_glsl_lib(void)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
DynStr *ds;
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
/* only initialize the library once */
|
2019-04-22 09:32:37 +10:00
|
|
|
if (glsl_material_library) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
ds = BLI_dynstr_new();
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
glsl_material_library = BLI_dynstr_get_cstring(ds);
|
2011-12-15 13:58:09 +00:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_dynstr_free(ds);
|
2011-12-15 13:58:09 +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
|
|
|
/* GPU pass binding/unbinding */
|
|
|
|
|
2018-06-07 11:58:15 +02:00
|
|
|
GPUShader *GPU_pass_shader_get(GPUPass *pass)
|
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
|
|
|
return pass->shader;
|
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
|
|
|
}
|
|
|
|
|
2018-06-07 11:58:15 +02:00
|
|
|
void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListBase *nodes)
|
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
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *next, *input;
|
|
|
|
|
|
|
|
BLI_listbase_clear(inputs);
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (!shader) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
int z = 0;
|
|
|
|
for (input = node->inputs.first; input; input = next, z++) {
|
|
|
|
next = input->next;
|
|
|
|
|
|
|
|
/* attributes don't need to be bound, they already have
|
|
|
|
* an id that the drawing functions will use. Builtins have
|
|
|
|
* constant names. */
|
|
|
|
if (ELEM(input->source, GPU_SOURCE_ATTR, GPU_SOURCE_BUILTIN)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (input->source == GPU_SOURCE_TEX) {
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
else {
|
|
|
|
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (input->source == GPU_SOURCE_TEX) {
|
|
|
|
if (input->bindtex) {
|
|
|
|
input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername);
|
|
|
|
/* extract nodes */
|
|
|
|
BLI_remlink(&node->inputs, input);
|
|
|
|
BLI_addtail(inputs, input);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
|
|
/* Node Link Functions */
|
|
|
|
|
2015-01-24 14:10:03 +01:00
|
|
|
static GPUNodeLink *GPU_node_link_create(void)
|
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
|
|
|
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
|
|
|
|
link->users++;
|
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
|
|
|
return link;
|
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
|
|
|
}
|
|
|
|
|
2015-01-24 14:51:00 +01:00
|
|
|
static void gpu_node_link_free(GPUNodeLink *link)
|
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
|
|
|
link->users--;
|
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
|
|
|
if (link->users < 0) {
|
2019-04-17 06:17:24 +02:00
|
|
|
fprintf(stderr, "GPU_node_link_free: negative refcount\n");
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-06-04 09:09:12 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
if (link->users == 0) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (link->output) {
|
2019-04-17 06:17:24 +02:00
|
|
|
link->output->link = NULL;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
MEM_freeN(link);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
|
|
/* Node Functions */
|
|
|
|
|
2011-02-13 14:16:36 +00:00
|
|
|
static GPUNode *GPU_node_begin(const char *name)
|
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
|
|
|
GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
|
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
|
|
|
node->name = name;
|
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
|
|
|
return node;
|
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
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType type)
|
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
|
|
|
GPUInput *input;
|
|
|
|
GPUNode *outnode;
|
|
|
|
const char *name;
|
|
|
|
|
|
|
|
if (link->link_type == GPU_NODE_LINK_OUTPUT) {
|
|
|
|
outnode = link->output->node;
|
|
|
|
name = outnode->name;
|
|
|
|
input = outnode->inputs.first;
|
|
|
|
|
|
|
|
if ((STR_ELEM(name, "set_value", "set_rgb", "set_rgba")) && (input->type == type)) {
|
|
|
|
input = MEM_dupallocN(outnode->inputs.first);
|
2019-04-22 09:32:37 +10:00
|
|
|
if (input->link) {
|
2019-04-17 06:17:24 +02:00
|
|
|
input->link->users++;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_addtail(&node->inputs, input);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
|
|
|
|
input->node = node;
|
|
|
|
input->type = type;
|
|
|
|
|
|
|
|
switch (link->link_type) {
|
|
|
|
case GPU_NODE_LINK_BUILTIN:
|
|
|
|
input->source = GPU_SOURCE_BUILTIN;
|
|
|
|
input->builtin = link->builtin;
|
|
|
|
break;
|
|
|
|
case GPU_NODE_LINK_OUTPUT:
|
|
|
|
input->source = GPU_SOURCE_OUTPUT;
|
|
|
|
input->link = link;
|
|
|
|
link->users++;
|
|
|
|
break;
|
|
|
|
case GPU_NODE_LINK_COLORBAND:
|
|
|
|
input->source = GPU_SOURCE_TEX;
|
|
|
|
input->coba = link->coba;
|
|
|
|
break;
|
|
|
|
case GPU_NODE_LINK_IMAGE_BLENDER:
|
|
|
|
input->source = GPU_SOURCE_TEX;
|
|
|
|
input->ima = link->ima;
|
|
|
|
input->iuser = link->iuser;
|
|
|
|
break;
|
|
|
|
case GPU_NODE_LINK_ATTR:
|
|
|
|
input->source = GPU_SOURCE_ATTR;
|
|
|
|
input->attr_type = link->attr_type;
|
|
|
|
BLI_strncpy(input->attr_name, link->attr_name, sizeof(input->attr_name));
|
|
|
|
break;
|
|
|
|
case GPU_NODE_LINK_CONSTANT:
|
|
|
|
input->source = (type == GPU_CLOSURE) ? GPU_SOURCE_STRUCT : GPU_SOURCE_CONSTANT;
|
|
|
|
break;
|
|
|
|
case GPU_NODE_LINK_UNIFORM:
|
|
|
|
input->source = GPU_SOURCE_UNIFORM;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ELEM(input->source, GPU_SOURCE_CONSTANT, GPU_SOURCE_UNIFORM)) {
|
|
|
|
memcpy(input->vec, link->data, type * sizeof(float));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (link->link_type != GPU_NODE_LINK_OUTPUT) {
|
|
|
|
MEM_freeN(link);
|
|
|
|
}
|
|
|
|
BLI_addtail(&node->inputs, input);
|
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
|
|
|
}
|
|
|
|
|
2017-07-14 17:40:54 +02:00
|
|
|
static const char *gpu_uniform_set_function_from_type(eNodeSocketDatatype type)
|
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
|
|
|
switch (type) {
|
|
|
|
/* For now INT is supported as float. */
|
|
|
|
case SOCK_INT:
|
|
|
|
case SOCK_FLOAT:
|
|
|
|
return "set_value";
|
|
|
|
case SOCK_VECTOR:
|
|
|
|
return "set_rgb";
|
|
|
|
case SOCK_RGBA:
|
|
|
|
return "set_rgba";
|
|
|
|
default:
|
|
|
|
BLI_assert(!"No gpu function for non-supported eNodeSocketDatatype");
|
|
|
|
return NULL;
|
|
|
|
}
|
2017-07-14 17:40:54 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Link stack uniform buffer.
|
|
|
|
* This is called for the input/output sockets that are note connected.
|
|
|
|
*/
|
2019-04-17 06:17:24 +02:00
|
|
|
static GPUNodeLink *gpu_uniformbuffer_link(GPUMaterial *mat,
|
|
|
|
bNode *node,
|
|
|
|
GPUNodeStack *stack,
|
|
|
|
const int index,
|
|
|
|
const eNodeSocketInOut in_out)
|
2017-07-14 17:40:54 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
bNodeSocket *socket;
|
|
|
|
|
|
|
|
if (in_out == SOCK_IN) {
|
|
|
|
socket = BLI_findlink(&node->inputs, index);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
socket = BLI_findlink(&node->outputs, index);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_assert(socket != NULL);
|
|
|
|
BLI_assert(socket->in_out == in_out);
|
|
|
|
|
|
|
|
if ((socket->flag & SOCK_HIDE_VALUE) == 0) {
|
|
|
|
GPUNodeLink *link;
|
|
|
|
switch (socket->type) {
|
|
|
|
case SOCK_FLOAT: {
|
|
|
|
bNodeSocketValueFloat *socket_data = socket->default_value;
|
|
|
|
link = GPU_uniform(&socket_data->value);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case SOCK_VECTOR: {
|
|
|
|
bNodeSocketValueVector *socket_data = socket->default_value;
|
|
|
|
link = GPU_uniform(socket_data->value);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case SOCK_RGBA: {
|
|
|
|
bNodeSocketValueRGBA *socket_data = socket->default_value;
|
|
|
|
link = GPU_uniform(socket_data->value);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
return NULL;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (in_out == SOCK_IN) {
|
|
|
|
GPU_link(mat, gpu_uniform_set_function_from_type(socket->type), link, &stack->link);
|
|
|
|
}
|
|
|
|
return link;
|
|
|
|
}
|
|
|
|
return NULL;
|
2017-07-14 17:40:54 +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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
static void gpu_node_input_socket(
|
|
|
|
GPUMaterial *material, bNode *bnode, GPUNode *node, GPUNodeStack *sock, const int index)
|
2017-07-14 17:40:54 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (sock->link) {
|
|
|
|
gpu_node_input_link(node, sock->link, sock->type);
|
|
|
|
}
|
|
|
|
else if ((material != NULL) &&
|
|
|
|
(gpu_uniformbuffer_link(material, bnode, sock, index, SOCK_IN) != NULL)) {
|
|
|
|
gpu_node_input_link(node, sock->link, sock->type);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
gpu_node_input_link(node, GPU_constant(sock->vec), sock->type);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
static void gpu_node_output(GPUNode *node, const eGPUType type, GPUNodeLink **link)
|
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
|
|
|
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
|
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
|
|
|
output->type = type;
|
|
|
|
output->node = node;
|
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
|
|
|
if (link) {
|
|
|
|
*link = output->link = GPU_node_link_create();
|
|
|
|
output->link->link_type = GPU_NODE_LINK_OUTPUT;
|
|
|
|
output->link->output = output;
|
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
|
|
|
/* note: the caller owns the reference to the link, GPUOutput
|
|
|
|
* merely points to it, and if the node is destroyed it will
|
|
|
|
* set that pointer to NULL */
|
|
|
|
}
|
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
|
|
|
BLI_addtail(&node->outputs, output);
|
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
|
|
|
}
|
|
|
|
|
2018-03-11 23:43:09 +01:00
|
|
|
void GPU_inputs_free(ListBase *inputs)
|
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
|
|
|
GPUInput *input;
|
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
|
|
|
for (input = inputs->first; input; input = input->next) {
|
2019-04-22 09:32:37 +10:00
|
|
|
if (input->link) {
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_node_link_free(input->link);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_freelistN(inputs);
|
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
|
|
|
}
|
|
|
|
|
2015-01-24 14:51:00 +01:00
|
|
|
static void gpu_node_free(GPUNode *node)
|
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
|
|
|
GPUOutput *output;
|
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
|
|
|
GPU_inputs_free(&node->inputs);
|
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 (output = node->outputs.first; output; output = output->next) {
|
2019-04-17 06:17:24 +02:00
|
|
|
if (output->link) {
|
|
|
|
output->link->output = NULL;
|
|
|
|
gpu_node_link_free(output->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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_freelistN(&node->outputs);
|
|
|
|
MEM_freeN(node);
|
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
|
|
|
}
|
|
|
|
|
2015-01-24 14:51:00 +01:00
|
|
|
static void gpu_nodes_free(ListBase *nodes)
|
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
|
|
|
GPUNode *node;
|
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
|
|
|
while ((node = BLI_pophead(nodes))) {
|
|
|
|
gpu_node_free(node);
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
|
|
/* vertex attributes */
|
|
|
|
|
2019-01-29 07:46:25 +11:00
|
|
|
void GPU_nodes_get_vertex_attrs(ListBase *nodes, GPUVertAttrLayers *attrs)
|
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
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
/* convert attributes requested by node inputs to an array of layers,
|
|
|
|
* checking for duplicates and assigning id's starting from zero. */
|
|
|
|
|
|
|
|
memset(attrs, 0, sizeof(*attrs));
|
|
|
|
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->source == GPU_SOURCE_ATTR) {
|
|
|
|
for (a = 0; a < attrs->totlayer; a++) {
|
|
|
|
if (attrs->layer[a].type == input->attr_type &&
|
|
|
|
STREQ(attrs->layer[a].name, input->attr_name)) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (a < GPU_MAX_ATTR) {
|
|
|
|
if (a == attrs->totlayer) {
|
|
|
|
input->attr_id = attrs->totlayer++;
|
|
|
|
input->attr_first = true;
|
|
|
|
|
|
|
|
attrs->layer[a].type = input->attr_type;
|
|
|
|
attrs->layer[a].attr_id = input->attr_id;
|
|
|
|
BLI_strncpy(attrs->layer[a].name, input->attr_name, sizeof(attrs->layer[a].name));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
input->attr_id = attrs->layer[a].attr_id;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
|
|
|
/* varargs linking */
|
|
|
|
|
2015-01-24 13:25:49 +01:00
|
|
|
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
|
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
|
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->link_type = GPU_NODE_LINK_ATTR;
|
|
|
|
link->attr_name = name;
|
|
|
|
/* Fall back to the UV layer, which matches old behavior. */
|
|
|
|
if (type == CD_AUTO_FROM_NAME && name[0] == '\0') {
|
|
|
|
link->attr_type = CD_MTFACE;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
link->attr_type = type;
|
|
|
|
}
|
|
|
|
return link;
|
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
|
|
|
}
|
|
|
|
|
2018-08-13 15:30:29 +02:00
|
|
|
GPUNodeLink *GPU_constant(float *num)
|
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
|
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->link_type = GPU_NODE_LINK_CONSTANT;
|
|
|
|
link->data = num;
|
|
|
|
return link;
|
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
|
|
|
}
|
|
|
|
|
2018-08-13 15:30:29 +02:00
|
|
|
GPUNodeLink *GPU_uniform(float *num)
|
2017-07-14 17:40:54 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->link_type = GPU_NODE_LINK_UNIFORM;
|
|
|
|
link->data = num;
|
|
|
|
return link;
|
2017-07-14 17:40:54 +02:00
|
|
|
}
|
|
|
|
|
2019-04-23 13:56:30 +02:00
|
|
|
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
|
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
|
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->link_type = GPU_NODE_LINK_IMAGE_BLENDER;
|
|
|
|
link->ima = ima;
|
|
|
|
link->iuser = iuser;
|
|
|
|
return link;
|
World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
2016-01-27 12:06:57 +03:00
|
|
|
}
|
|
|
|
|
2018-08-13 18:44:27 +02:00
|
|
|
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *row)
|
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
|
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->link_type = GPU_NODE_LINK_COLORBAND;
|
|
|
|
link->coba = gpu_material_ramp_texture_row_set(mat, size, pixels, row);
|
|
|
|
MEM_freeN(pixels);
|
|
|
|
return link;
|
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
|
|
|
}
|
|
|
|
|
2019-01-23 14:15:43 +11:00
|
|
|
GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
|
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
|
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->link_type = GPU_NODE_LINK_BUILTIN;
|
|
|
|
link->builtin = builtin;
|
|
|
|
return link;
|
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
|
|
|
}
|
|
|
|
|
2014-02-03 18:55:59 +11:00
|
|
|
bool GPU_link(GPUMaterial *mat, const char *name, ...)
|
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
|
|
|
GPUNode *node;
|
|
|
|
GPUFunction *function;
|
|
|
|
GPUNodeLink *link, **linkptr;
|
|
|
|
va_list params;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
function = gpu_lookup_function(name);
|
|
|
|
if (!function) {
|
|
|
|
fprintf(stderr, "GPU failed to find function %s\n", name);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
node = GPU_node_begin(name);
|
|
|
|
|
|
|
|
va_start(params, name);
|
|
|
|
for (i = 0; i < function->totparam; i++) {
|
|
|
|
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
|
|
|
|
linkptr = va_arg(params, GPUNodeLink **);
|
|
|
|
gpu_node_output(node, function->paramtype[i], linkptr);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
link = va_arg(params, GPUNodeLink *);
|
|
|
|
gpu_node_input_link(node, link, function->paramtype[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
va_end(params);
|
|
|
|
|
|
|
|
gpu_material_add_node(mat, node);
|
|
|
|
|
|
|
|
return true;
|
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
|
|
|
bool GPU_stack_link(GPUMaterial *material,
|
|
|
|
bNode *bnode,
|
|
|
|
const char *name,
|
|
|
|
GPUNodeStack *in,
|
|
|
|
GPUNodeStack *out,
|
|
|
|
...)
|
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
|
|
|
GPUNode *node;
|
|
|
|
GPUFunction *function;
|
|
|
|
GPUNodeLink *link, **linkptr;
|
|
|
|
va_list params;
|
|
|
|
int i, totin, totout;
|
|
|
|
|
|
|
|
function = gpu_lookup_function(name);
|
|
|
|
if (!function) {
|
|
|
|
fprintf(stderr, "GPU failed to find function %s\n", name);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
node = GPU_node_begin(name);
|
|
|
|
totin = 0;
|
|
|
|
totout = 0;
|
|
|
|
|
|
|
|
if (in) {
|
|
|
|
for (i = 0; !in[i].end; i++) {
|
|
|
|
if (in[i].type != GPU_NONE) {
|
|
|
|
gpu_node_input_socket(material, bnode, node, &in[i], i);
|
|
|
|
totin++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (out) {
|
|
|
|
for (i = 0; !out[i].end; i++) {
|
|
|
|
if (out[i].type != GPU_NONE) {
|
|
|
|
gpu_node_output(node, out[i].type, &out[i].link);
|
|
|
|
totout++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
va_start(params, out);
|
|
|
|
for (i = 0; i < function->totparam; i++) {
|
|
|
|
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
|
|
|
|
if (totout == 0) {
|
|
|
|
linkptr = va_arg(params, GPUNodeLink **);
|
|
|
|
gpu_node_output(node, function->paramtype[i], linkptr);
|
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
totout--;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (totin == 0) {
|
|
|
|
link = va_arg(params, GPUNodeLink *);
|
2019-04-22 09:32:37 +10:00
|
|
|
if (link->socket) {
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_node_input_socket(NULL, NULL, node, link->socket, -1);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_node_input_link(node, link, function->paramtype[i]);
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
2019-04-22 09:32:37 +10:00
|
|
|
else {
|
2019-04-17 06:17:24 +02:00
|
|
|
totin--;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
va_end(params);
|
|
|
|
|
|
|
|
gpu_material_add_node(material, node);
|
|
|
|
|
|
|
|
return true;
|
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
|
|
|
GPUNodeLink *GPU_uniformbuffer_link_out(GPUMaterial *mat,
|
|
|
|
bNode *node,
|
|
|
|
GPUNodeStack *stack,
|
|
|
|
const int index)
|
2017-07-14 17:40:54 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
return gpu_uniformbuffer_link(mat, node, stack, index, SOCK_OUT);
|
2017-07-14 17:40:54 +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
|
|
|
/* Pass create/free */
|
|
|
|
|
2011-02-13 14:16:36 +00:00
|
|
|
static void gpu_nodes_tag(GPUNodeLink *link)
|
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
|
|
|
GPUNode *node;
|
|
|
|
GPUInput *input;
|
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
|
|
|
if (!link->output) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
node = link->output->node;
|
2019-04-22 09:32:37 +10:00
|
|
|
if (node->tag) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2018-06-04 09:09:12 +02:00
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
node->tag = true;
|
2019-04-22 09:32:37 +10:00
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
|
|
if (input->link) {
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_nodes_tag(input->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
|
|
|
}
|
|
|
|
|
2018-03-05 00:54:31 +01:00
|
|
|
void GPU_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
|
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
|
|
|
GPUNode *node, *next;
|
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 (node = nodes->first; node; node = node->next) {
|
2019-04-17 06:17:24 +02:00
|
|
|
node->tag = false;
|
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
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_nodes_tag(outlink);
|
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
|
|
|
for (node = nodes->first; node; node = next) {
|
|
|
|
next = node->next;
|
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
|
|
|
if (!node->tag) {
|
|
|
|
BLI_remlink(nodes, node);
|
|
|
|
gpu_node_free(node);
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
2018-06-07 11:58:15 +02:00
|
|
|
static bool gpu_pass_is_valid(GPUPass *pass)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
/* Shader is not null if compilation is successful. */
|
|
|
|
return (pass->compiled == false || pass->shader != NULL);
|
2018-06-07 11:58:15 +02:00
|
|
|
}
|
|
|
|
|
2019-04-17 06:17:24 +02:00
|
|
|
GPUPass *GPU_generate_pass(GPUMaterial *material,
|
|
|
|
GPUNodeLink *frag_outlink,
|
|
|
|
struct GPUVertAttrLayers *attrs,
|
|
|
|
ListBase *nodes,
|
|
|
|
int *builtins,
|
|
|
|
const char *vert_code,
|
|
|
|
const char *geom_code,
|
|
|
|
const char *frag_lib,
|
|
|
|
const char *defines)
|
2017-04-27 22:27:09 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
char *vertexcode, *geometrycode, *fragmentcode;
|
|
|
|
GPUPass *pass = NULL, *pass_hash = NULL;
|
|
|
|
|
|
|
|
/* prune unused nodes */
|
|
|
|
GPU_nodes_prune(nodes, frag_outlink);
|
|
|
|
|
|
|
|
GPU_nodes_get_vertex_attrs(nodes, attrs);
|
|
|
|
|
|
|
|
/* generate code */
|
|
|
|
char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, builtins);
|
|
|
|
|
|
|
|
/* Cache lookup: Reuse shaders already compiled */
|
|
|
|
uint32_t hash = gpu_pass_hash(fragmentgen, defines, attrs);
|
|
|
|
pass_hash = gpu_pass_cache_lookup(hash);
|
|
|
|
|
|
|
|
if (pass_hash && (pass_hash->next == NULL || pass_hash->next->hash != hash)) {
|
|
|
|
/* No collision, just return the pass. */
|
|
|
|
MEM_freeN(fragmentgen);
|
|
|
|
if (!gpu_pass_is_valid(pass_hash)) {
|
|
|
|
/* Shader has already been created but failed to compile. */
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
pass_hash->refcount += 1;
|
|
|
|
return pass_hash;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Either the shader is not compiled or there is a hash collision...
|
|
|
|
* continue generating the shader strings. */
|
|
|
|
char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
|
|
|
|
|
|
|
|
geometrycode = code_generate_geometry(nodes, geom_code, defines);
|
|
|
|
vertexcode = code_generate_vertex(nodes, vert_code, (geometrycode != NULL));
|
|
|
|
fragmentcode = BLI_strdupcat(tmp, fragmentgen);
|
|
|
|
|
|
|
|
MEM_freeN(fragmentgen);
|
|
|
|
MEM_freeN(tmp);
|
|
|
|
|
|
|
|
if (pass_hash) {
|
|
|
|
/* Cache lookup: Reuse shaders already compiled */
|
|
|
|
pass = gpu_pass_cache_resolve_collision(
|
|
|
|
pass_hash, vertexcode, geometrycode, fragmentcode, defines, hash);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pass) {
|
|
|
|
/* Cache hit. Reuse the same GPUPass and GPUShader. */
|
|
|
|
if (!gpu_pass_is_valid(pass)) {
|
|
|
|
/* Shader has already been created but failed to compile. */
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
MEM_SAFE_FREE(vertexcode);
|
|
|
|
MEM_SAFE_FREE(fragmentcode);
|
|
|
|
MEM_SAFE_FREE(geometrycode);
|
|
|
|
|
|
|
|
pass->refcount += 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* We still create a pass even if shader compilation
|
|
|
|
* fails to avoid trying to compile again and again. */
|
|
|
|
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
|
|
|
|
pass->shader = NULL;
|
|
|
|
pass->refcount = 1;
|
|
|
|
pass->hash = hash;
|
|
|
|
pass->vertexcode = vertexcode;
|
|
|
|
pass->fragmentcode = fragmentcode;
|
|
|
|
pass->geometrycode = geometrycode;
|
|
|
|
pass->defines = (defines) ? BLI_strdup(defines) : NULL;
|
|
|
|
pass->compiled = false;
|
|
|
|
|
|
|
|
BLI_spin_lock(&pass_cache_spin);
|
|
|
|
if (pass_hash != NULL) {
|
|
|
|
/* Add after the first pass having the same hash. */
|
|
|
|
pass->next = pass_hash->next;
|
|
|
|
pass_hash->next = pass;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* No other pass have same hash, just prepend to the list. */
|
|
|
|
BLI_LINKS_PREPEND(pass_cache, pass);
|
|
|
|
}
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
|
|
|
}
|
|
|
|
|
|
|
|
return pass;
|
2018-06-07 11:58:15 +02:00
|
|
|
}
|
|
|
|
|
2018-09-18 14:22:42 +02:00
|
|
|
static int count_active_texture_sampler(GPUShader *shader, char *source)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
char *code = source;
|
|
|
|
int samplers_id[64]; /* Remember this is per stage. */
|
|
|
|
int sampler_len = 0;
|
|
|
|
|
|
|
|
while ((code = strstr(code, "uniform "))) {
|
|
|
|
/* Move past "uniform". */
|
|
|
|
code += 7;
|
|
|
|
/* Skip following spaces. */
|
|
|
|
while (*code == ' ') {
|
|
|
|
code++;
|
|
|
|
}
|
|
|
|
/* Skip "i" from potential isamplers. */
|
|
|
|
if (*code == 'i') {
|
|
|
|
code++;
|
|
|
|
}
|
|
|
|
/* Skip following spaces. */
|
|
|
|
if (gpu_str_prefix(code, "sampler")) {
|
|
|
|
/* Move past "uniform". */
|
|
|
|
code += 7;
|
|
|
|
/* Skip sampler type suffix. */
|
|
|
|
while (*code != ' ' && *code != '\0') {
|
|
|
|
code++;
|
|
|
|
}
|
|
|
|
/* Skip following spaces. */
|
|
|
|
while (*code == ' ') {
|
|
|
|
code++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (*code != '\0') {
|
|
|
|
char sampler_name[64];
|
|
|
|
code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
|
|
|
|
int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
|
|
|
|
|
|
|
|
if (id == -1) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
/* Catch duplicates. */
|
|
|
|
bool is_duplicate = false;
|
|
|
|
for (int i = 0; i < sampler_len; ++i) {
|
|
|
|
if (samplers_id[i] == id) {
|
|
|
|
is_duplicate = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!is_duplicate) {
|
|
|
|
samplers_id[sampler_len] = id;
|
|
|
|
sampler_len++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return sampler_len;
|
2018-09-18 14:22:42 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static bool gpu_pass_shader_validate(GPUPass *pass)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (pass->shader == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* NOTE: The only drawback of this method is that it will count a sampler
|
|
|
|
* used in the fragment shader and only declared (but not used) in the vertex
|
|
|
|
* shader as used by both. But this corner case is not happening for now. */
|
|
|
|
int vert_samplers_len = count_active_texture_sampler(pass->shader, pass->vertexcode);
|
|
|
|
int frag_samplers_len = count_active_texture_sampler(pass->shader, pass->fragmentcode);
|
|
|
|
|
|
|
|
int total_samplers_len = vert_samplers_len + frag_samplers_len;
|
|
|
|
|
|
|
|
/* Validate against opengl limit. */
|
|
|
|
if ((frag_samplers_len > GPU_max_textures_frag()) ||
|
|
|
|
(vert_samplers_len > GPU_max_textures_vert())) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pass->geometrycode) {
|
|
|
|
int geom_samplers_len = count_active_texture_sampler(pass->shader, pass->geometrycode);
|
|
|
|
total_samplers_len += geom_samplers_len;
|
|
|
|
if (geom_samplers_len > GPU_max_textures_geom()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return (total_samplers_len <= GPU_max_textures());
|
2018-09-18 14:22:42 +02:00
|
|
|
}
|
|
|
|
|
2018-08-02 18:31:38 +02:00
|
|
|
void GPU_pass_compile(GPUPass *pass, const char *shname)
|
2018-06-07 11:58:15 +02:00
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
if (!pass->compiled) {
|
|
|
|
pass->shader = GPU_shader_create(
|
|
|
|
pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
|
|
|
|
|
|
|
|
/* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
|
|
|
|
* We need to make sure to count active samplers to avoid undefined behavior. */
|
|
|
|
if (!gpu_pass_shader_validate(pass)) {
|
|
|
|
if (pass->shader != NULL) {
|
|
|
|
fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
|
|
|
|
GPU_shader_free(pass->shader);
|
|
|
|
}
|
|
|
|
pass->shader = NULL;
|
|
|
|
}
|
|
|
|
else if (!BLI_thread_is_main()) {
|
|
|
|
/* For some Intel drivers, you must use the program at least once
|
|
|
|
* in the rendering context that it is linked. */
|
|
|
|
glUseProgram(GPU_shader_get_program(pass->shader));
|
|
|
|
glUseProgram(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
pass->compiled = true;
|
|
|
|
}
|
2017-04-27 22:27:09 +02:00
|
|
|
}
|
|
|
|
|
2018-03-11 23:43:09 +01:00
|
|
|
void GPU_pass_release(GPUPass *pass)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_assert(pass->refcount > 0);
|
|
|
|
pass->refcount--;
|
2018-03-11 23:43:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_pass_free(GPUPass *pass)
|
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
|
|
|
BLI_assert(pass->refcount == 0);
|
|
|
|
if (pass->shader) {
|
|
|
|
GPU_shader_free(pass->shader);
|
|
|
|
}
|
|
|
|
MEM_SAFE_FREE(pass->fragmentcode);
|
|
|
|
MEM_SAFE_FREE(pass->geometrycode);
|
|
|
|
MEM_SAFE_FREE(pass->vertexcode);
|
|
|
|
MEM_SAFE_FREE(pass->defines);
|
|
|
|
MEM_freeN(pass);
|
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
|
|
|
}
|
2016-07-27 10:59:09 +02:00
|
|
|
|
|
|
|
void GPU_pass_free_nodes(ListBase *nodes)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
gpu_nodes_free(nodes);
|
2016-07-27 10:59:09 +02:00
|
|
|
}
|
|
|
|
|
2018-03-11 23:43:09 +01:00
|
|
|
void GPU_pass_cache_garbage_collect(void)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
static int lasttime = 0;
|
|
|
|
const int shadercollectrate = 60; /* hardcoded for now. */
|
|
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
|
2019-04-22 09:32:37 +10:00
|
|
|
if (ctime < shadercollectrate + lasttime) {
|
2019-04-17 06:17:24 +02:00
|
|
|
return;
|
2019-04-22 09:32:37 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
|
|
|
lasttime = ctime;
|
|
|
|
|
|
|
|
BLI_spin_lock(&pass_cache_spin);
|
|
|
|
GPUPass *next, **prev_pass = &pass_cache;
|
|
|
|
for (GPUPass *pass = pass_cache; pass; pass = next) {
|
|
|
|
next = pass->next;
|
|
|
|
if (pass->refcount == 0) {
|
|
|
|
/* Remove from list */
|
|
|
|
*prev_pass = next;
|
|
|
|
gpu_pass_free(pass);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
prev_pass = &pass->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
2018-06-07 11:58:15 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_pass_cache_init(void)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_spin_init(&pass_cache_spin);
|
2018-03-11 23:43:09 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_pass_cache_free(void)
|
|
|
|
{
|
2019-04-17 06:17:24 +02:00
|
|
|
BLI_spin_lock(&pass_cache_spin);
|
|
|
|
while (pass_cache) {
|
|
|
|
GPUPass *next = pass_cache->next;
|
|
|
|
gpu_pass_free(pass_cache);
|
|
|
|
pass_cache = next;
|
|
|
|
}
|
|
|
|
BLI_spin_unlock(&pass_cache_spin);
|
|
|
|
|
|
|
|
BLI_spin_end(&pass_cache_spin);
|
2018-03-11 23:43:09 +01:00
|
|
|
}
|