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
|
|
|
/**
|
|
|
|
* $Id$
|
|
|
|
*
|
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
|
|
*
|
|
|
|
* This program is free software; you can redistribute it and/or
|
|
|
|
* modify it under the terms of the GNU General Public License
|
|
|
|
* as published by the Free Software Foundation; either version 2
|
|
|
|
* of the License, or (at your option) any later version.
|
|
|
|
*
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
|
|
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*
|
|
|
|
* The Original Code is Copyright (C) 2006 Blender Foundation.
|
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|
|
* All rights reserved.
|
|
|
|
*
|
|
|
|
* The Original Code is: all of this file.
|
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|
|
*
|
|
|
|
* Contributor(s): Brecht Van Lommel.
|
|
|
|
*
|
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
|
|
*/
|
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|
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|
|
|
|
#include <math.h>
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#include "GL/glew.h"
|
|
|
|
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
#include "DNA_image_types.h"
|
|
|
|
#include "DNA_lamp_types.h"
|
|
|
|
#include "DNA_listBase.h"
|
|
|
|
#include "DNA_material_types.h"
|
|
|
|
#include "DNA_object_types.h"
|
|
|
|
#include "DNA_scene_types.h"
|
|
|
|
#include "DNA_texture_types.h"
|
|
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "DNA_world_types.h"
|
|
|
|
|
|
|
|
#include "BKE_anim.h"
|
|
|
|
#include "BKE_colortools.h"
|
|
|
|
#include "BKE_DerivedMesh.h"
|
|
|
|
#include "BKE_global.h"
|
|
|
|
#include "BKE_main.h"
|
|
|
|
#include "BKE_node.h"
|
|
|
|
#include "BKE_scene.h"
|
|
|
|
#include "BKE_texture.h"
|
|
|
|
#include "BKE_utildefines.h"
|
|
|
|
|
|
|
|
#include "BLI_arithb.h"
|
|
|
|
#include "BLI_blenlib.h"
|
|
|
|
|
|
|
|
#include "GPU_extensions.h"
|
|
|
|
#include "GPU_material.h"
|
|
|
|
|
|
|
|
#include "gpu_codegen.h"
|
|
|
|
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
/* Structs */
|
|
|
|
|
|
|
|
typedef enum DynMatProperty {
|
|
|
|
DYN_LAMP_CO = 1,
|
|
|
|
DYN_LAMP_VEC = 2,
|
|
|
|
DYN_LAMP_IMAT = 4,
|
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|
|
DYN_LAMP_PERSMAT = 8,
|
|
|
|
} DynMatProperty;
|
|
|
|
|
|
|
|
struct GPUMaterial {
|
|
|
|
Scene *scene;
|
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|
|
Material *ma;
|
|
|
|
|
|
|
|
/* for creating the material */
|
|
|
|
ListBase nodes;
|
|
|
|
GPUNodeLink *outlink;
|
|
|
|
|
|
|
|
/* for binding the material */
|
|
|
|
GPUPass *pass;
|
|
|
|
GPUVertexAttribs attribs;
|
|
|
|
int bound;
|
|
|
|
int builtins;
|
|
|
|
int alpha, obcolalpha;
|
|
|
|
int dynproperty;
|
|
|
|
|
|
|
|
/* for passing uniforms */
|
|
|
|
int viewmatloc, invviewmatloc;
|
|
|
|
int obmatloc, invobmatloc;
|
|
|
|
int obcolloc;
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
ListBase lamps;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct GPULamp {
|
|
|
|
Scene *scene;
|
|
|
|
Object *ob;
|
|
|
|
Object *par;
|
|
|
|
Lamp *la;
|
|
|
|
|
|
|
|
int type, mode, lay;
|
|
|
|
|
|
|
|
float dynenergy, dyncol[3];
|
|
|
|
float energy, col[3];
|
|
|
|
|
|
|
|
float co[3], vec[3];
|
|
|
|
float dynco[3], dynvec[3];
|
|
|
|
float obmat[4][4];
|
|
|
|
float imat[4][4];
|
|
|
|
float dynimat[4][4];
|
|
|
|
|
|
|
|
float spotsi, spotbl, k;
|
|
|
|
float dist, att1, att2;
|
|
|
|
|
|
|
|
float bias, d, clipend;
|
|
|
|
int size;
|
|
|
|
|
|
|
|
int falloff_type;
|
|
|
|
struct CurveMapping *curfalloff;
|
|
|
|
|
|
|
|
float winmat[4][4];
|
|
|
|
float viewmat[4][4];
|
|
|
|
float persmat[4][4];
|
|
|
|
float dynpersmat[4][4];
|
|
|
|
|
|
|
|
GPUFrameBuffer *fb;
|
|
|
|
GPUTexture *tex;
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
ListBase materials;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/* Functions */
|
|
|
|
|
|
|
|
static GPUMaterial *GPU_material_construct_begin(Material *ma)
|
|
|
|
{
|
|
|
|
GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
|
|
|
|
|
|
|
|
material->ma= ma;
|
|
|
|
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_material_set_attrib_id(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
GPUVertexAttribs *attribs;
|
|
|
|
GPUShader *shader;
|
|
|
|
GPUPass *pass;
|
|
|
|
char name[32];
|
|
|
|
int a, b;
|
|
|
|
|
|
|
|
attribs= &material->attribs;
|
|
|
|
pass= material->pass;
|
|
|
|
if(!pass) {
|
|
|
|
attribs->totlayer = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
shader= GPU_pass_shader(pass);
|
|
|
|
if(!shader) {
|
|
|
|
attribs->totlayer = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* convert from attribute number to the actual id assigned by opengl,
|
|
|
|
* in case the attrib does not get a valid index back, it was probably
|
|
|
|
* removed by the glsl compiler by dead code elimination */
|
|
|
|
|
|
|
|
for(a=0, b=0; a<attribs->totlayer; a++) {
|
|
|
|
sprintf(name, "att%d", attribs->layer[a].glindex);
|
|
|
|
attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
|
|
|
|
|
|
|
|
if(attribs->layer[a].glindex >= 0) {
|
|
|
|
attribs->layer[b] = attribs->layer[a];
|
|
|
|
b++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
attribs->totlayer = b;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int GPU_material_construct_end(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
if (material->outlink) {
|
|
|
|
GPUNodeLink *outlink;
|
|
|
|
GPUShader *shader;
|
|
|
|
|
|
|
|
outlink = material->outlink;
|
|
|
|
material->pass = GPU_generate_pass(&material->nodes, outlink,
|
|
|
|
&material->attribs, &material->builtins, material->ma->id.name);
|
|
|
|
|
|
|
|
if(!material->pass)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
gpu_material_set_attrib_id(material);
|
|
|
|
|
|
|
|
shader = GPU_pass_shader(material->pass);
|
|
|
|
|
|
|
|
if(material->builtins & GPU_VIEW_MATRIX)
|
|
|
|
material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX));
|
|
|
|
if(material->builtins & GPU_INVERSE_VIEW_MATRIX)
|
|
|
|
material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX));
|
|
|
|
if(material->builtins & GPU_OBJECT_MATRIX)
|
|
|
|
material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX));
|
|
|
|
if(material->builtins & GPU_INVERSE_OBJECT_MATRIX)
|
|
|
|
material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
|
|
|
|
if(material->builtins & GPU_OBCOLOR)
|
|
|
|
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_free(Material *ma)
|
|
|
|
{
|
|
|
|
LinkData *link;
|
2008-09-05 14:33:36 +00:00
|
|
|
LinkData *nlink, *mlink, *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
|
|
|
|
|
|
|
for(link=ma->gpumaterial.first; link; link=link->next) {
|
|
|
|
GPUMaterial *material = link->data;
|
|
|
|
|
|
|
|
if(material->pass)
|
|
|
|
GPU_pass_free(material->pass);
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
|
|
|
|
GPULamp *lamp = nlink->data;
|
|
|
|
|
|
|
|
for(mlink=lamp->materials.first; mlink; mlink=next) {
|
|
|
|
next = mlink->next;
|
|
|
|
if(mlink->data == ma)
|
|
|
|
BLI_freelinkN(&lamp->materials, mlink);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_freelistN(&material->lamps);
|
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
|
|
|
|
|
|
|
MEM_freeN(material);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_freelistN(&ma->gpumaterial);
|
|
|
|
}
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time)
|
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
|
|
|
{
|
|
|
|
if(material->pass) {
|
2008-09-05 14:33:36 +00:00
|
|
|
LinkData *nlink;
|
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
|
|
|
GPULamp *lamp;
|
|
|
|
|
|
|
|
/* handle layer lamps */
|
2008-09-05 14:33:36 +00:00
|
|
|
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
|
|
|
|
lamp= nlink->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
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
if((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) {
|
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
|
|
|
lamp->dynenergy = lamp->energy;
|
|
|
|
VECCOPY(lamp->dyncol, lamp->col);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
lamp->dynenergy = 0.0f;
|
|
|
|
lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_pass_bind(material->pass, time);
|
|
|
|
material->bound = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4])
|
|
|
|
{
|
|
|
|
if(material->pass) {
|
|
|
|
GPUShader *shader = GPU_pass_shader(material->pass);
|
2008-09-05 14:33:36 +00:00
|
|
|
LinkData *nlink;
|
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
|
|
|
GPULamp *lamp;
|
|
|
|
float invmat[4][4], col[4];
|
|
|
|
|
|
|
|
/* handle builtins */
|
|
|
|
if(material->builtins & GPU_VIEW_MATRIX) {
|
|
|
|
GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat);
|
|
|
|
}
|
|
|
|
if(material->builtins & GPU_INVERSE_VIEW_MATRIX) {
|
|
|
|
GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
|
|
|
|
}
|
|
|
|
if(material->builtins & GPU_OBJECT_MATRIX) {
|
|
|
|
GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat);
|
|
|
|
}
|
|
|
|
if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) {
|
|
|
|
Mat4Invert(invmat, obmat);
|
|
|
|
GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat);
|
|
|
|
}
|
|
|
|
if(material->builtins & GPU_OBCOLOR) {
|
|
|
|
QUATCOPY(col, obcol);
|
|
|
|
CLAMP(col[3], 0.0f, 1.0f);
|
|
|
|
GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* update lamps */
|
2008-09-05 14:33:36 +00:00
|
|
|
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
|
|
|
|
lamp= nlink->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
|
|
|
|
|
|
|
if(material->dynproperty & DYN_LAMP_VEC) {
|
|
|
|
VECCOPY(lamp->dynvec, lamp->vec);
|
|
|
|
Normalize(lamp->dynvec);
|
2008-12-16 12:32:10 +00:00
|
|
|
VecNegf(lamp->dynvec);
|
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
|
|
|
Mat4Mul3Vecfl(viewmat, lamp->dynvec);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(material->dynproperty & DYN_LAMP_CO) {
|
|
|
|
VECCOPY(lamp->dynco, lamp->co);
|
|
|
|
Mat4MulVecfl(viewmat, lamp->dynco);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(material->dynproperty & DYN_LAMP_IMAT)
|
|
|
|
Mat4MulMat4(lamp->dynimat, viewinv, lamp->imat);
|
|
|
|
if(material->dynproperty & DYN_LAMP_PERSMAT)
|
|
|
|
Mat4MulMat4(lamp->dynpersmat, viewinv, lamp->persmat);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_pass_update_uniforms(material->pass);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_unbind(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
if (material->pass) {
|
|
|
|
material->bound = 0;
|
|
|
|
GPU_pass_unbind(material->pass);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_material_bound(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
return material->bound;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
|
|
|
|
{
|
|
|
|
*attribs = material->attribs;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
|
|
|
|
{
|
|
|
|
if(!material->outlink)
|
|
|
|
material->outlink= link;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_material_enable_alpha(GPUMaterial *material)
|
|
|
|
{
|
|
|
|
material->alpha= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[3])
|
|
|
|
{
|
|
|
|
if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
|
|
|
|
return GPU_BLEND_ALPHA;
|
|
|
|
else
|
|
|
|
return GPU_BLEND_SOLID;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
|
|
|
|
{
|
|
|
|
BLI_addtail(&material->nodes, node);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Code generation */
|
|
|
|
|
|
|
|
static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist)
|
|
|
|
{
|
|
|
|
GPUNodeLink *visifac, *inpr;
|
|
|
|
|
|
|
|
/* from get_lamp_visibility */
|
|
|
|
if(lamp->type==LA_SUN || lamp->type==LA_HEMI) {
|
|
|
|
mat->dynproperty |= DYN_LAMP_VEC;
|
|
|
|
GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec), lv, dist, &visifac);
|
|
|
|
return visifac;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat->dynproperty |= DYN_LAMP_CO;
|
|
|
|
GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), lv, dist, &visifac);
|
|
|
|
|
|
|
|
if(lamp->type==LA_AREA)
|
|
|
|
return visifac;
|
|
|
|
|
|
|
|
switch(lamp->falloff_type)
|
|
|
|
{
|
|
|
|
case LA_FALLOFF_CONSTANT:
|
|
|
|
break;
|
|
|
|
case LA_FALLOFF_INVLINEAR:
|
|
|
|
GPU_link(mat, "lamp_falloff_invlinear", GPU_uniform(&lamp->dist), *dist, &visifac);
|
|
|
|
break;
|
|
|
|
case LA_FALLOFF_INVSQUARE:
|
|
|
|
GPU_link(mat, "lamp_falloff_invsquare", GPU_uniform(&lamp->dist), *dist, &visifac);
|
|
|
|
break;
|
|
|
|
case LA_FALLOFF_SLIDERS:
|
|
|
|
GPU_link(mat, "lamp_falloff_sliders", GPU_uniform(&lamp->dist), GPU_uniform(&lamp->att1), GPU_uniform(&lamp->att2), *dist, &visifac);
|
|
|
|
break;
|
|
|
|
case LA_FALLOFF_CURVE:
|
|
|
|
{
|
|
|
|
float *array;
|
|
|
|
int size;
|
|
|
|
|
|
|
|
curvemapping_table_RGBA(lamp->curfalloff, &array, &size);
|
|
|
|
GPU_link(mat, "lamp_falloff_curve", GPU_uniform(&lamp->dist), GPU_texture(size, array), *dist, &visifac);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(lamp->mode & LA_SPHERE)
|
|
|
|
GPU_link(mat, "lamp_visibility_sphere", GPU_uniform(&lamp->dist), *dist, visifac, &visifac);
|
|
|
|
|
|
|
|
if(lamp->type == LA_SPOT) {
|
|
|
|
if(lamp->mode & LA_SQUARE) {
|
|
|
|
mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_IMAT;
|
|
|
|
GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec), GPU_dynamic_uniform((float*)lamp->dynimat), *lv, &inpr);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat->dynproperty |= DYN_LAMP_VEC;
|
|
|
|
GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec), *lv, &inpr);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac);
|
|
|
|
|
|
|
|
return visifac;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
static void area_lamp_vectors(LampRen *lar)
|
|
|
|
{
|
|
|
|
float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac;
|
|
|
|
|
|
|
|
/* make it smaller, so area light can be multisampled */
|
|
|
|
multifac= 1.0f/sqrt((float)lar->ray_totsamp);
|
|
|
|
xsize *= multifac;
|
|
|
|
ysize *= multifac;
|
|
|
|
|
|
|
|
/* corner vectors */
|
|
|
|
lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
|
|
|
|
lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
|
|
|
|
lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
|
|
|
|
|
|
|
|
/* corner vectors */
|
|
|
|
lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
|
|
|
|
lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
|
|
|
|
lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
|
|
|
|
|
|
|
|
/* corner vectors */
|
|
|
|
lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
|
|
|
|
lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
|
|
|
|
lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
|
|
|
|
|
|
|
|
/* corner vectors */
|
|
|
|
lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
|
|
|
|
lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
|
|
|
|
lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
|
|
|
|
/* only for correction button size, matrix size works on energy */
|
|
|
|
lar->areasize= lar->dist*lar->dist/(4.0*xsize*ysize);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
static void ramp_blend(GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type, GPUNodeLink **outcol)
|
|
|
|
{
|
|
|
|
static char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub",
|
|
|
|
"mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
|
|
|
|
"mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
|
|
|
|
"mix_val", "mix_color"};
|
|
|
|
|
|
|
|
GPU_link(mat, names[type], fac, col1, col2, outcol);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void do_colorband_blend(GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type, GPUNodeLink *incol, GPUNodeLink **outcol)
|
|
|
|
{
|
|
|
|
GPUNodeLink *tmp, *alpha, *col;
|
|
|
|
float *array;
|
|
|
|
int size;
|
|
|
|
|
|
|
|
/* do colorband */
|
|
|
|
colorband_table_RGBA(coba, &array, &size);
|
|
|
|
GPU_link(mat, "valtorgb", fac, GPU_texture(size, array), &col, &tmp);
|
|
|
|
|
|
|
|
/* use alpha in fac */
|
|
|
|
GPU_link(mat, "mtex_alpha_from_col", col, &alpha);
|
|
|
|
GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac);
|
|
|
|
|
|
|
|
/* blending method */
|
|
|
|
ramp_blend(mat, fac, incol, col, type, outcol);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
|
|
|
|
{
|
|
|
|
Material *ma= shi->mat;
|
|
|
|
GPUMaterial *mat= shi->gpumat;
|
|
|
|
GPUNodeLink *fac;
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS)) {
|
|
|
|
if(ma->ramp_col) {
|
|
|
|
if(ma->rampin_col==MA_RAMP_IN_RESULT) {
|
|
|
|
GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
|
|
|
|
|
|
|
|
/* colorband + blend */
|
|
|
|
do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, *diff, diff);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb, GPUNodeLink **diff)
|
|
|
|
{
|
|
|
|
GPUNodeLink *fac, *tmp, *addcol;
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) &&
|
|
|
|
ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
|
|
|
|
/* MA_RAMP_IN_RESULT is exceptional */
|
|
|
|
if(ma->rampin_col==MA_RAMP_IN_RESULT) {
|
|
|
|
addcol = shi->rgb;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* input */
|
|
|
|
switch(ma->rampin_col) {
|
|
|
|
case MA_RAMP_IN_ENERGY:
|
|
|
|
GPU_link(mat, "ramp_rgbtobw", rgb, &fac);
|
|
|
|
break;
|
|
|
|
case MA_RAMP_IN_SHADER:
|
|
|
|
fac= is;
|
|
|
|
break;
|
|
|
|
case MA_RAMP_IN_NOR:
|
|
|
|
GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
GPU_link(mat, "set_value_zero", &fac);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* colorband + blend */
|
|
|
|
do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, shi->rgb, &addcol);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
addcol = shi->rgb;
|
|
|
|
|
|
|
|
/* output to */
|
|
|
|
GPU_link(mat, "shade_madd", *diff, rgb, addcol, diff);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
|
|
|
|
{
|
|
|
|
Material *ma= shi->mat;
|
|
|
|
GPUMaterial *mat= shi->gpumat;
|
|
|
|
GPUNodeLink *fac;
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_RAMPS) &&
|
|
|
|
ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) {
|
|
|
|
GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
|
|
|
|
|
|
|
|
/* colorband + blend */
|
|
|
|
do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t, GPUNodeLink **spec)
|
|
|
|
{
|
|
|
|
Material *ma= shi->mat;
|
|
|
|
GPUMaterial *mat= shi->gpumat;
|
|
|
|
GPUNodeLink *fac, *tmp;
|
|
|
|
|
|
|
|
*spec = shi->specrgb;
|
|
|
|
|
|
|
|
/* MA_RAMP_IN_RESULT is exception */
|
|
|
|
if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
|
|
|
|
|
|
|
|
/* input */
|
|
|
|
switch(ma->rampin_spec) {
|
|
|
|
case MA_RAMP_IN_ENERGY:
|
|
|
|
fac = t;
|
|
|
|
break;
|
|
|
|
case MA_RAMP_IN_SHADER:
|
|
|
|
fac = is;
|
|
|
|
break;
|
|
|
|
case MA_RAMP_IN_NOR:
|
|
|
|
GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
GPU_link(mat, "set_value_zero", &fac);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* colorband + blend */
|
|
|
|
do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
void add_user_list(ListBase *list, void *data)
|
|
|
|
{
|
|
|
|
LinkData *link = MEM_callocN(sizeof(LinkData), "GPULinkData");
|
|
|
|
link->data = data;
|
|
|
|
BLI_addtail(list, 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
|
|
|
static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp)
|
|
|
|
{
|
|
|
|
Material *ma= shi->mat;
|
|
|
|
GPUMaterial *mat= shi->gpumat;
|
|
|
|
GPUNodeLink *lv, *dist, *visifac, *is, *inp, *i, *vn, *view;
|
|
|
|
GPUNodeLink *outcol, *specfac, *t, *shadfac;
|
|
|
|
float one = 1.0f;
|
|
|
|
|
|
|
|
if((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW))
|
|
|
|
return;
|
|
|
|
|
|
|
|
vn= shi->vn;
|
|
|
|
view= shi->view;
|
|
|
|
|
|
|
|
visifac= lamp_get_visibility(mat, lamp, &lv, &dist);
|
|
|
|
|
|
|
|
/*if(ma->mode & MA_TANGENT_V)
|
|
|
|
GPU_link(mat, "shade_tangent_v", lv, GPU_attribute(CD_TANGENT, ""), &vn);*/
|
|
|
|
|
|
|
|
GPU_link(mat, "shade_inp", vn, lv, &inp);
|
|
|
|
|
|
|
|
if(lamp->mode & LA_NO_DIFF) {
|
|
|
|
GPU_link(mat, "shade_is_no_diffuse", &is);
|
|
|
|
}
|
|
|
|
else if(lamp->type == LA_HEMI) {
|
|
|
|
GPU_link(mat, "shade_is_hemi", inp, &is);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(lamp->type == LA_AREA) {
|
|
|
|
float area[4][4], areasize;
|
|
|
|
|
|
|
|
memset(&area, 0, sizeof(area));
|
|
|
|
memset(&areasize, 0, sizeof(areasize));
|
|
|
|
mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_CO;
|
|
|
|
GPU_link(mat, "shade_inp_area", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), GPU_dynamic_uniform(lamp->dynvec), vn, GPU_uniform((float*)area),
|
|
|
|
GPU_uniform(&areasize), GPU_uniform(&lamp->k), &inp);
|
|
|
|
}
|
|
|
|
|
|
|
|
is= inp; /* Lambert */
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS)) {
|
|
|
|
if(ma->diff_shader==MA_DIFF_ORENNAYAR)
|
|
|
|
GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is);
|
|
|
|
else if(ma->diff_shader==MA_DIFF_TOON)
|
|
|
|
GPU_link(mat, "shade_diffuse_toon", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
|
|
|
|
else if(ma->diff_shader==MA_DIFF_MINNAERT)
|
|
|
|
GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view, GPU_uniform(&ma->darkness), &is);
|
|
|
|
else if(ma->diff_shader==MA_DIFF_FRESNEL)
|
|
|
|
GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_SHADERS))
|
|
|
|
if(ma->shade_flag & MA_CUBIC)
|
|
|
|
GPU_link(mat, "shade_cubic", is, &is);
|
|
|
|
|
|
|
|
i = is;
|
|
|
|
GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i);
|
|
|
|
|
|
|
|
vn = shi->vn;
|
|
|
|
/*if(ma->mode & MA_TANGENT_VN)
|
|
|
|
GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn);*/
|
|
|
|
|
|
|
|
/* this replaces if(i > 0.0) conditional until that is supported */
|
|
|
|
// done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i);
|
|
|
|
|
|
|
|
if((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) {
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_SHADOWS)) {
|
|
|
|
mat->dynproperty |= DYN_LAMP_PERSMAT;
|
|
|
|
|
|
|
|
GPU_link(mat, "test_shadowbuf",
|
|
|
|
GPU_builtin(GPU_VIEW_POSITION),
|
|
|
|
GPU_dynamic_texture(lamp->tex),
|
|
|
|
GPU_dynamic_uniform((float*)lamp->dynpersmat),
|
|
|
|
GPU_uniform(&lamp->bias), inp, &shadfac);
|
|
|
|
|
|
|
|
if(lamp->mode & LA_ONLYSHADOW) {
|
|
|
|
GPU_link(mat, "shade_only_shadow", i, shadfac,
|
2008-09-05 15:08:01 +00:00
|
|
|
GPU_dynamic_uniform(&lamp->dynenergy), &shadfac);
|
|
|
|
|
|
|
|
if(!(lamp->mode & LA_NO_DIFF))
|
|
|
|
GPU_link(mat, "shade_only_shadow_diffuse", shadfac, shi->rgb,
|
|
|
|
shr->diff, &shr->diff);
|
|
|
|
|
|
|
|
if(!(lamp->mode & LA_NO_SPEC))
|
|
|
|
GPU_link(mat, "shade_only_shadow_specular", shadfac, shi->specrgb,
|
|
|
|
shr->spec, &shr->spec);
|
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
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
add_user_list(&mat->lamps, lamp);
|
2008-10-11 18:52:36 +00:00
|
|
|
add_user_list(&lamp->materials, shi->gpumat->ma);
|
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
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_link(mat, "math_multiply", i, shadfac, &i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if((G.fileflags & G_FILE_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
|
2008-09-05 14:33:36 +00:00
|
|
|
add_user_list(&mat->lamps, lamp);
|
2008-10-11 18:52:36 +00:00
|
|
|
add_user_list(&lamp->materials, shi->gpumat->ma);
|
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
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac);
|
|
|
|
|
|
|
|
if(GPU_link_changed(shi->refl) || ma->ref != 0.0f) {
|
|
|
|
if(!(lamp->mode & LA_NO_DIFF)) {
|
|
|
|
GPUNodeLink *rgb;
|
|
|
|
GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol), &rgb);
|
|
|
|
add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(G.fileflags & G_FILE_GLSL_NO_SHADERS);
|
|
|
|
else if(!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
|
|
|
|
(GPU_link_changed(shi->spec) || ma->spec != 0.0f)) {
|
|
|
|
if(lamp->type == LA_HEMI) {
|
|
|
|
GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t);
|
|
|
|
GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
|
|
|
|
GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(ma->spec_shader==MA_SPEC_PHONG)
|
|
|
|
GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac);
|
|
|
|
else if(ma->spec_shader==MA_SPEC_COOKTORR)
|
|
|
|
GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac);
|
|
|
|
else if(ma->spec_shader==MA_SPEC_BLINN)
|
|
|
|
GPU_link(mat, "shade_blinn_spec", vn, lv, view, GPU_uniform(&ma->refrac), shi->har, &specfac);
|
|
|
|
else if(ma->spec_shader==MA_SPEC_WARDISO)
|
|
|
|
GPU_link(mat, "shade_wardiso_spec", vn, lv, view, GPU_uniform(&ma->rms), &specfac);
|
|
|
|
else
|
|
|
|
GPU_link(mat, "shade_toon_spec", vn, lv, view, GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac);
|
|
|
|
|
|
|
|
if(lamp->type==LA_AREA)
|
|
|
|
GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac);
|
|
|
|
|
|
|
|
GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t);
|
|
|
|
|
|
|
|
if(ma->mode & MA_RAMP_SPEC) {
|
|
|
|
GPUNodeLink *spec;
|
|
|
|
do_specular_ramp(shi, specfac, t, &spec);
|
|
|
|
GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), spec, &outcol);
|
|
|
|
GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
|
|
|
|
GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
add_user_list(&mat->lamps, lamp);
|
2008-10-11 18:52:36 +00:00
|
|
|
add_user_list(&lamp->materials, shi->gpumat->ma);
|
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 material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
|
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
Object *ob;
|
|
|
|
Scene *sce;
|
|
|
|
GPULamp *lamp;
|
|
|
|
|
|
|
|
for(SETLOOPER(shi->gpumat->scene, base)) {
|
|
|
|
ob= base->object;
|
|
|
|
|
|
|
|
if(ob->type==OB_LAMP) {
|
|
|
|
lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL);
|
|
|
|
if(lamp)
|
|
|
|
shade_one_light(shi, shr, lamp);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ob->transflag & OB_DUPLI) {
|
|
|
|
DupliObject *dob;
|
|
|
|
ListBase *lb = object_duplilist(shi->gpumat->scene, ob);
|
|
|
|
|
|
|
|
for(dob=lb->first; dob; dob=dob->next) {
|
|
|
|
Object *ob = dob->ob;
|
|
|
|
|
|
|
|
if(ob->type==OB_LAMP) {
|
|
|
|
Mat4CpyMat4(ob->obmat, dob->mat);
|
|
|
|
|
|
|
|
lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, base->object);
|
|
|
|
if(lamp)
|
|
|
|
shade_one_light(shi, shr, lamp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
free_object_duplilist(lb);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in)
|
|
|
|
{
|
|
|
|
switch(blendtype) {
|
|
|
|
case MTEX_BLEND:
|
|
|
|
GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_MUL:
|
|
|
|
GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_SCREEN:
|
|
|
|
GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_OVERLAY:
|
|
|
|
GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_SUB:
|
|
|
|
GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_ADD:
|
|
|
|
GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_DIV:
|
|
|
|
GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_DIFF:
|
|
|
|
GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_DARK:
|
|
|
|
GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_LIGHT:
|
|
|
|
GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_HUE:
|
|
|
|
GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_SAT:
|
|
|
|
GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_VAL:
|
|
|
|
GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
case MTEX_BLEND_COLOR:
|
|
|
|
GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
GPU_link(mat, "set_rgb_zero", &in);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void texture_value_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, int flip, GPUNodeLink **in)
|
|
|
|
{
|
|
|
|
float flipf = (flip)? 1.0f: 0.0;
|
|
|
|
|
|
|
|
switch(blendtype) {
|
|
|
|
case MTEX_BLEND:
|
|
|
|
GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_MUL:
|
|
|
|
GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_SCREEN:
|
|
|
|
GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_SUB:
|
|
|
|
GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_ADD:
|
|
|
|
GPU_link(mat, "mtex_value_add", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_DIV:
|
|
|
|
GPU_link(mat, "mtex_value_div", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_DIFF:
|
|
|
|
GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_DARK:
|
|
|
|
GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
case MTEX_LIGHT:
|
|
|
|
GPU_link(mat, "mtex_value_light", out, tex, fact, facg, GPU_uniform(&flipf), in);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
GPU_link(mat, "set_value_zero", &in);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void do_material_tex(GPUShadeInput *shi)
|
|
|
|
{
|
|
|
|
Material *ma= shi->mat;
|
|
|
|
GPUMaterial *mat= shi->gpumat;
|
|
|
|
MTex *mtex;
|
|
|
|
Tex *tex;
|
|
|
|
GPUNodeLink *texco, *tin, *trgb, *tnor, *tcol, *stencil, *tnorfac;
|
|
|
|
GPUNodeLink *texco_norm, *texco_orco, *texco_object, *texco_tangent;
|
|
|
|
GPUNodeLink *texco_global, *texco_uv = NULL;
|
|
|
|
GPUNodeLink *colfac, *newnor, *varfac, *orn;
|
|
|
|
char *lastuvname = NULL;
|
|
|
|
float one = 1.0f, norfac, ofs[3];
|
|
|
|
int tex_nr, rgbnor, talpha;
|
|
|
|
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&one), &stencil);
|
|
|
|
|
|
|
|
GPU_link(mat, "texco_norm", GPU_builtin(GPU_VIEW_NORMAL), &texco_norm);
|
|
|
|
GPU_link(mat, "texco_orco", GPU_attribute(CD_ORCO, ""), &texco_orco);
|
|
|
|
GPU_link(mat, "texco_object", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
|
|
|
|
GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
|
|
|
|
GPU_builtin(GPU_VIEW_POSITION), &texco_object);
|
|
|
|
GPU_link(mat, "texco_tangent", GPU_attribute(CD_TANGENT, ""), &texco_tangent);
|
|
|
|
GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
|
|
|
|
GPU_builtin(GPU_VIEW_POSITION), &texco_global);
|
|
|
|
|
|
|
|
orn= texco_norm;
|
|
|
|
|
|
|
|
/* go over texture slots */
|
|
|
|
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
|
|
|
|
/* separate tex switching */
|
|
|
|
if(ma->septex & (1<<tex_nr)) continue;
|
|
|
|
|
|
|
|
if(ma->mtex[tex_nr]) {
|
|
|
|
mtex= ma->mtex[tex_nr];
|
|
|
|
|
|
|
|
tex= mtex->tex;
|
|
|
|
if(tex==0) continue;
|
|
|
|
|
|
|
|
/* which coords */
|
|
|
|
if(mtex->texco==TEXCO_ORCO)
|
|
|
|
texco= texco_orco;
|
|
|
|
else if(mtex->texco==TEXCO_OBJECT)
|
|
|
|
texco= texco_object;
|
|
|
|
else if(mtex->texco==TEXCO_NORM)
|
2008-10-11 19:34:48 +00:00
|
|
|
texco= orn;
|
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
|
|
|
else if(mtex->texco==TEXCO_TANGENT)
|
|
|
|
texco= texco_object;
|
|
|
|
else if(mtex->texco==TEXCO_GLOB)
|
|
|
|
texco= texco_global;
|
|
|
|
else if(mtex->texco==TEXCO_REFL)
|
|
|
|
texco= shi->ref;
|
|
|
|
else if(mtex->texco==TEXCO_UV) {
|
|
|
|
if(1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) {
|
|
|
|
GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv);
|
|
|
|
lastuvname = mtex->uvname;
|
|
|
|
}
|
|
|
|
texco= texco_uv;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
continue;
|
|
|
|
|
|
|
|
/* in case of uv, this would just undo a multiplication in texco_uv */
|
|
|
|
if(mtex->texco != TEXCO_UV)
|
|
|
|
GPU_link(mat, "mtex_2d_mapping", texco, &texco);
|
|
|
|
|
|
|
|
if(mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f)
|
|
|
|
GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco);
|
|
|
|
|
|
|
|
ofs[0] = mtex->ofs[0] + 0.5f - 0.5f*mtex->size[0];
|
|
|
|
ofs[1] = mtex->ofs[1] + 0.5f - 0.5f*mtex->size[1];
|
|
|
|
ofs[2] = 0.0f;
|
|
|
|
if(ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
|
|
|
|
GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
|
|
|
|
|
2008-09-05 20:34:35 +00:00
|
|
|
talpha = 0;
|
|
|
|
rgbnor = 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
|
|
|
if(tex && tex->type == TEX_IMAGE && tex->ima) {
|
|
|
|
GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, NULL), &tin, &trgb, &tnor);
|
|
|
|
rgbnor= TEX_RGB;
|
2008-09-05 20:34:35 +00:00
|
|
|
|
|
|
|
if(tex->imaflag & TEX_USEALPHA)
|
|
|
|
talpha= 1;
|
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
|
|
|
}
|
|
|
|
else continue;
|
|
|
|
|
|
|
|
/* texture output */
|
|
|
|
if((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
|
|
|
|
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
|
|
|
|
rgbnor -= TEX_RGB;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(mtex->texflag & MTEX_NEGATIVE) {
|
|
|
|
if(rgbnor & TEX_RGB)
|
|
|
|
GPU_link(mat, "mtex_rgb_invert", trgb, &trgb);
|
|
|
|
else
|
|
|
|
GPU_link(mat, "mtex_value_invert", tin, &tin);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(mtex->texflag & MTEX_STENCIL) {
|
|
|
|
if(rgbnor & TEX_RGB)
|
|
|
|
GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb);
|
|
|
|
else
|
|
|
|
GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* mapping */
|
|
|
|
if(mtex->mapto & (MAP_COL+MAP_COLSPEC)) {
|
|
|
|
/* stencil maps on the texture control slider, not texture intensity value */
|
|
|
|
if(mtex->colfac == 1.0f)
|
|
|
|
colfac = stencil;
|
|
|
|
else
|
|
|
|
GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac);
|
|
|
|
|
|
|
|
if((rgbnor & TEX_RGB)==0) {
|
|
|
|
GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
GPU_link(mat, "set_rgba", trgb, &tcol);
|
|
|
|
|
|
|
|
if(mtex->mapto & MAP_ALPHA)
|
|
|
|
GPU_link(mat, "set_value", stencil, &tin);
|
2008-09-05 20:34:35 +00:00
|
|
|
else if(talpha)
|
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_link(mat, "mtex_alpha_from_col", trgb, &tin);
|
2008-09-05 20:34:35 +00:00
|
|
|
else
|
|
|
|
GPU_link(mat, "set_value_one", &tin);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
if(mtex->mapto & MAP_COL)
|
|
|
|
texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb);
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC))
|
|
|
|
texture_rgb_blend(mat, tcol, shi->specrgb, tin, colfac, mtex->blendtype, &shi->specrgb);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
|
|
|
|
if(mtex->maptoneg & MAP_NORM) tex->norfac= -mtex->norfac;
|
|
|
|
else tex->norfac= mtex->norfac;
|
|
|
|
|
|
|
|
if((tex->type==TEX_IMAGE) && (tex->imaflag & TEX_NORMALMAP)) {
|
|
|
|
tex->norfac = mtex->norfac;
|
|
|
|
|
|
|
|
if(mtex->maptoneg & MAP_NORM)
|
|
|
|
GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor);
|
|
|
|
|
|
|
|
if(mtex->normapspace == MTEX_NSPACE_TANGENT)
|
|
|
|
GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
|
|
|
|
else
|
|
|
|
newnor = tnor;
|
|
|
|
|
|
|
|
norfac = MIN2(mtex->norfac, 1.0);
|
|
|
|
if(norfac == 1.0f && !GPU_link_changed(stencil)) {
|
|
|
|
shi->vn = newnor;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
tnorfac = GPU_uniform(&norfac);
|
|
|
|
|
|
|
|
if(GPU_link_changed(stencil))
|
|
|
|
GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
|
|
|
|
|
|
|
|
GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_link(mat, "vec_math_negate", shi->vn, &orn);
|
|
|
|
GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
|
|
|
|
}
|
|
|
|
|
|
|
|
if((mtex->mapto & MAP_VARS)) {
|
|
|
|
if(mtex->varfac == 1.0f)
|
|
|
|
varfac = stencil;
|
|
|
|
else
|
|
|
|
GPU_link(mat, "math_multiply", GPU_uniform(&mtex->varfac), stencil, &varfac);
|
|
|
|
|
|
|
|
if(rgbnor & TEX_RGB) {
|
|
|
|
if(talpha)
|
|
|
|
GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
|
|
|
|
else
|
|
|
|
GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
|
|
|
|
int flip= mtex->maptoneg & MAP_REF;
|
|
|
|
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, varfac, mtex->blendtype, flip, &shi->refl);
|
|
|
|
GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
|
|
|
|
}
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
|
|
|
|
int flip= mtex->maptoneg & MAP_SPEC;
|
|
|
|
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, varfac, mtex->blendtype, flip, &shi->spec);
|
|
|
|
GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
|
|
|
|
}
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
|
|
|
|
int flip= mtex->maptoneg & MAP_EMIT;
|
|
|
|
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, varfac, mtex->blendtype, flip, &shi->emit);
|
|
|
|
GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
|
|
|
|
}
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
|
|
|
|
int flip= mtex->maptoneg & MAP_HAR;
|
|
|
|
GPU_link(mat, "mtex_har_divide", shi->har, &shi->har);
|
|
|
|
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, varfac, mtex->blendtype, flip, &shi->har);
|
|
|
|
GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har);
|
|
|
|
}
|
|
|
|
if(mtex->mapto & MAP_ALPHA) {
|
|
|
|
int flip= mtex->maptoneg & MAP_ALPHA;
|
|
|
|
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, varfac, mtex->blendtype, flip, &shi->alpha);
|
|
|
|
GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
|
|
|
|
}
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
|
|
|
|
int flip= mtex->maptoneg & MAP_AMB;
|
|
|
|
texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, varfac, mtex->blendtype, flip, &shi->amb);
|
|
|
|
GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
|
|
|
|
{
|
|
|
|
float hard = ma->har;
|
|
|
|
|
|
|
|
memset(shi, 0, sizeof(*shi));
|
|
|
|
|
|
|
|
shi->gpumat = mat;
|
|
|
|
shi->mat = ma;
|
|
|
|
|
|
|
|
GPU_link(mat, "set_rgb", GPU_uniform(&ma->r), &shi->rgb);
|
|
|
|
GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb);
|
|
|
|
GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&ma->ref), &shi->refl);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&ma->spec), &shi->spec);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&ma->emit), &shi->emit);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&hard), &shi->har);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &shi->amb);
|
|
|
|
GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
|
|
|
|
GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol);
|
|
|
|
GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
|
|
|
|
{
|
|
|
|
GPUMaterial *mat= shi->gpumat;
|
|
|
|
GPUNodeLink *emit, *ulinfac, *ulogfac, *mistfac;
|
|
|
|
Material *ma= shi->mat;
|
|
|
|
World *world= mat->scene->world;
|
|
|
|
float linfac, logfac, misttype;
|
|
|
|
|
|
|
|
memset(shr, 0, sizeof(*shr));
|
|
|
|
|
|
|
|
if(ma->mode & MA_VERTEXCOLP)
|
|
|
|
shi->rgb = shi->vcol;
|
|
|
|
|
|
|
|
do_material_tex(shi);
|
|
|
|
|
|
|
|
if(ma->mode & MA_ZTRA)
|
|
|
|
GPU_material_enable_alpha(mat);
|
|
|
|
|
|
|
|
if((G.fileflags & G_FILE_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
|
|
|
|
shr->combined = shi->rgb;
|
|
|
|
shr->alpha = shi->alpha;
|
2008-10-04 20:22:43 +00:00
|
|
|
GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
|
|
|
|
GPU_link(mat, "set_rgb_zero", &shr->spec);
|
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
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(GPU_link_changed(shi->emit) || ma->emit != 0.0f) {
|
|
|
|
if((ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL) {
|
|
|
|
GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit);
|
|
|
|
GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
GPU_link(mat, "shade_mul_value", shi->emit, shi->rgb, &shr->diff);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
GPU_link(mat, "set_rgb_zero", &shr->diff);
|
|
|
|
|
|
|
|
GPU_link(mat, "set_rgb_zero", &shr->spec);
|
|
|
|
|
|
|
|
material_lights(shi, shr);
|
|
|
|
|
|
|
|
shr->combined = shr->diff;
|
|
|
|
shr->alpha = shi->alpha;
|
|
|
|
|
|
|
|
if(world) {
|
|
|
|
/* exposure correction */
|
|
|
|
if(world->exp!=0.0f || world->range!=1.0f) {
|
|
|
|
linfac= 1.0 + pow((2.0*world->exp + 0.5), -10);
|
|
|
|
logfac= log((linfac-1.0)/linfac)/world->range;
|
|
|
|
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&linfac), &ulinfac);
|
|
|
|
GPU_link(mat, "set_value", GPU_uniform(&logfac), &ulogfac);
|
|
|
|
|
|
|
|
GPU_link(mat, "shade_exposure_correct", shr->combined,
|
|
|
|
ulinfac, ulogfac, &shr->combined);
|
|
|
|
GPU_link(mat, "shade_exposure_correct", shr->spec,
|
|
|
|
ulinfac, ulogfac, &shr->spec);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ambient color */
|
|
|
|
if(world->ambr!=0.0f || world->ambg!=0.0f || world->ambb!=0.0f) {
|
|
|
|
if(GPU_link_changed(shi->amb) || ma->amb != 0.0f)
|
|
|
|
GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb),
|
|
|
|
GPU_uniform(&world->ambr), &shr->combined);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined);
|
|
|
|
if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec);
|
|
|
|
|
|
|
|
if(GPU_link_changed(shi->spec) || ma->spec != 0.0f)
|
|
|
|
GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined);
|
|
|
|
|
|
|
|
if(ma->shade_flag & MA_OBCOLOR)
|
|
|
|
GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
|
|
|
|
|
|
|
|
if(world && (world->mode & WO_MIST) && !(ma->mode & MA_NOMIST)) {
|
|
|
|
misttype = world->mistype;
|
|
|
|
|
|
|
|
GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION),
|
|
|
|
GPU_uniform(&world->miststa), GPU_uniform(&world->mistdist),
|
|
|
|
GPU_uniform(&misttype), GPU_uniform(&world->misi), &mistfac);
|
|
|
|
|
|
|
|
GPU_link(mat, "mix_blend", mistfac, shr->combined,
|
|
|
|
GPU_uniform(&world->horr), &shr->combined);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!(ma->mode & MA_ZTRA)) {
|
|
|
|
if(world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
|
|
|
|
GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr),
|
|
|
|
shr->combined, &shr->combined);
|
|
|
|
|
|
|
|
GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(ma->shade_flag & MA_OBCOLOR) {
|
|
|
|
mat->obcolalpha = 1;
|
|
|
|
GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma)
|
|
|
|
{
|
|
|
|
GPUShadeInput shi;
|
|
|
|
GPUShadeResult shr;
|
|
|
|
|
|
|
|
GPU_shadeinput_set(mat, ma, &shi);
|
|
|
|
GPU_shaderesult_set(&shi, &shr);
|
|
|
|
|
|
|
|
return shr.combined;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
|
|
|
|
{
|
|
|
|
GPUMaterial *mat;
|
|
|
|
GPUNodeLink *outlink;
|
|
|
|
LinkData *link;
|
|
|
|
|
|
|
|
for(link=ma->gpumaterial.first; link; link=link->next)
|
|
|
|
if(((GPUMaterial*)link->data)->scene == scene)
|
|
|
|
return link->data;
|
|
|
|
|
|
|
|
mat = GPU_material_construct_begin(ma);
|
|
|
|
mat->scene = scene;
|
|
|
|
|
|
|
|
if(!(G.fileflags & G_FILE_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
|
|
|
|
ntreeGPUMaterialNodes(ma->nodetree, mat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
outlink = GPU_blender_material(mat, ma);
|
|
|
|
GPU_material_output_link(mat, outlink);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*if(!GPU_material_construct_end(mat)) {
|
|
|
|
GPU_material_free(mat);
|
|
|
|
mat= NULL;
|
|
|
|
return 0;
|
|
|
|
}*/
|
|
|
|
|
|
|
|
GPU_material_construct_end(mat);
|
|
|
|
|
|
|
|
link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
|
|
|
|
link->data = mat;
|
|
|
|
BLI_addtail(&ma->gpumaterial, link);
|
|
|
|
|
|
|
|
return mat;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_materials_free()
|
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
Material *ma;
|
|
|
|
extern Material defmaterial;
|
|
|
|
|
|
|
|
for(ma=G.main->mat.first; ma; ma=ma->id.next)
|
|
|
|
GPU_material_free(ma);
|
|
|
|
|
|
|
|
GPU_material_free(&defmaterial);
|
|
|
|
|
|
|
|
for(ob=G.main->object.first; ma; ma=ma->id.next)
|
|
|
|
GPU_lamp_free(ob);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Lamps and shadow buffers */
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4])
|
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
|
|
|
{
|
|
|
|
float mat[4][4];
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
lamp->lay = lay;
|
|
|
|
|
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
|
|
|
Mat4CpyMat4(mat, obmat);
|
|
|
|
Mat4Ortho(mat);
|
|
|
|
|
|
|
|
VECCOPY(lamp->vec, mat[2]);
|
|
|
|
VECCOPY(lamp->co, mat[3]);
|
|
|
|
Mat4CpyMat4(lamp->obmat, mat);
|
|
|
|
Mat4Invert(lamp->imat, mat);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
|
|
|
|
{
|
|
|
|
float temp, angle, pixsize, wsize;
|
|
|
|
|
|
|
|
lamp->scene = scene;
|
|
|
|
lamp->ob = ob;
|
|
|
|
lamp->par = par;
|
|
|
|
lamp->la = la;
|
|
|
|
|
|
|
|
/* add_render_lamp */
|
|
|
|
lamp->mode = la->mode;
|
|
|
|
lamp->type = la->type;
|
|
|
|
|
|
|
|
lamp->energy = la->energy;
|
|
|
|
if(lamp->mode & LA_NEG) lamp->energy= -lamp->energy;
|
|
|
|
|
|
|
|
lamp->col[0]= la->r*lamp->energy;
|
|
|
|
lamp->col[1]= la->g*lamp->energy;
|
|
|
|
lamp->col[2]= la->b*lamp->energy;
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
GPU_lamp_update(lamp, ob->lay, ob->obmat);
|
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
|
|
|
|
|
|
|
lamp->spotsi= la->spotsize;
|
|
|
|
if(lamp->mode & LA_HALO)
|
|
|
|
if(lamp->spotsi > 170.0)
|
|
|
|
lamp->spotsi = 170.0;
|
|
|
|
lamp->spotsi= cos(M_PI*lamp->spotsi/360.0);
|
|
|
|
lamp->spotbl= (1.0 - lamp->spotsi)*la->spotblend;
|
|
|
|
lamp->k= la->k;
|
|
|
|
|
|
|
|
lamp->dist= la->dist;
|
|
|
|
lamp->falloff_type= la->falloff_type;
|
|
|
|
lamp->att1= la->att1;
|
|
|
|
lamp->att2= la->att2;
|
|
|
|
lamp->curfalloff= la->curfalloff;
|
|
|
|
|
|
|
|
/* initshadowbuf */
|
|
|
|
lamp->bias = 0.02f*la->bias;
|
|
|
|
lamp->size = la->bufsize;
|
|
|
|
lamp->d= la->clipsta;
|
|
|
|
lamp->clipend= la->clipend;
|
|
|
|
|
|
|
|
/* arbitrary correction for the fact we do no soft transition */
|
|
|
|
lamp->bias *= 0.25f;
|
|
|
|
|
|
|
|
/* makeshadowbuf */
|
|
|
|
angle= saacos(lamp->spotsi);
|
|
|
|
temp= 0.5f*lamp->size*cos(angle)/sin(angle);
|
|
|
|
pixsize= (lamp->d)/temp;
|
|
|
|
wsize= pixsize*0.5f*lamp->size;
|
|
|
|
|
|
|
|
i_window(-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend, lamp->winmat);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void gpu_lamp_shadow_free(GPULamp *lamp)
|
|
|
|
{
|
2008-10-12 13:32:28 +00:00
|
|
|
if(lamp->tex) {
|
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_texture_free(lamp->tex);
|
2008-10-12 13:32:28 +00:00
|
|
|
lamp->tex= NULL;
|
|
|
|
}
|
|
|
|
if(lamp->fb) {
|
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_framebuffer_free(lamp->fb);
|
2008-10-12 13:32:28 +00:00
|
|
|
lamp->fb= 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
|
|
|
}
|
|
|
|
|
|
|
|
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
|
|
|
|
{
|
|
|
|
Lamp *la;
|
|
|
|
GPULamp *lamp;
|
|
|
|
LinkData *link;
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
for(link=ob->gpulamp.first; link; link=link->next) {
|
|
|
|
lamp = (GPULamp*)link->data;
|
|
|
|
|
|
|
|
if(lamp->par == par && lamp->scene == scene)
|
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
|
|
|
return link->data;
|
2008-09-05 14:33:36 +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
|
|
|
|
|
|
|
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
|
|
|
|
|
|
|
|
link = MEM_callocN(sizeof(LinkData), "GPULampLink");
|
|
|
|
link->data = lamp;
|
|
|
|
BLI_addtail(&ob->gpulamp, link);
|
|
|
|
|
|
|
|
la = ob->data;
|
|
|
|
gpu_lamp_from_blender(scene, ob, par, la, lamp);
|
|
|
|
|
|
|
|
if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) {
|
|
|
|
/* opengl */
|
|
|
|
lamp->fb = GPU_framebuffer_create();
|
|
|
|
if(!lamp->fb) {
|
|
|
|
gpu_lamp_shadow_free(lamp);
|
|
|
|
return lamp;
|
|
|
|
}
|
|
|
|
|
|
|
|
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size);
|
|
|
|
if(!lamp->tex) {
|
|
|
|
gpu_lamp_shadow_free(lamp);
|
|
|
|
return lamp;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex)) {
|
|
|
|
gpu_lamp_shadow_free(lamp);
|
|
|
|
return lamp;
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
}
|
|
|
|
|
|
|
|
return lamp;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_lamp_free(Object *ob)
|
|
|
|
{
|
|
|
|
GPULamp *lamp;
|
|
|
|
LinkData *link;
|
2008-09-05 14:33:36 +00:00
|
|
|
LinkData *nlink;
|
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
|
|
|
Material *ma;
|
|
|
|
|
|
|
|
for(link=ob->gpulamp.first; link; link=link->next) {
|
|
|
|
lamp = link->data;
|
|
|
|
|
2008-09-05 14:33:36 +00:00
|
|
|
while(lamp->materials.first) {
|
|
|
|
nlink = lamp->materials.first;
|
|
|
|
ma = nlink->data;
|
|
|
|
BLI_freelinkN(&lamp->materials, nlink);
|
|
|
|
|
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
|
|
|
if(ma->gpumaterial.first)
|
|
|
|
GPU_material_free(ma);
|
|
|
|
}
|
|
|
|
|
|
|
|
gpu_lamp_shadow_free(lamp);
|
|
|
|
|
|
|
|
MEM_freeN(lamp);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_freelistN(&ob->gpulamp);
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_lamp_has_shadow_buffer(GPULamp *lamp)
|
|
|
|
{
|
|
|
|
return (!(G.fileflags & G_FILE_GLSL_NO_SHADOWS) &&
|
|
|
|
!(G.fileflags & G_FILE_GLSL_NO_LIGHTS) &&
|
|
|
|
lamp->tex && lamp->fb);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4])
|
|
|
|
{
|
|
|
|
float rangemat[4][4], persmat[4][4];
|
|
|
|
|
|
|
|
/* initshadowbuf */
|
|
|
|
Mat4Invert(lamp->viewmat, lamp->obmat);
|
|
|
|
Normalize(lamp->viewmat[0]);
|
|
|
|
Normalize(lamp->viewmat[1]);
|
|
|
|
Normalize(lamp->viewmat[2]);
|
|
|
|
|
|
|
|
/* makeshadowbuf */
|
|
|
|
Mat4MulMat4(persmat, lamp->viewmat, lamp->winmat);
|
|
|
|
|
|
|
|
/* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
|
|
|
|
Mat4One(rangemat);
|
|
|
|
rangemat[0][0] = 0.5f;
|
|
|
|
rangemat[1][1] = 0.5f;
|
|
|
|
rangemat[2][2] = 0.5f;
|
|
|
|
rangemat[3][0] = 0.5f;
|
|
|
|
rangemat[3][1] = 0.5f;
|
|
|
|
rangemat[3][2] = 0.5f;
|
|
|
|
|
|
|
|
Mat4MulMat4(lamp->persmat, persmat, rangemat);
|
|
|
|
|
|
|
|
/* opengl */
|
|
|
|
GPU_framebuffer_texture_bind(lamp->fb, lamp->tex);
|
|
|
|
|
|
|
|
/* set matrices */
|
|
|
|
Mat4CpyMat4(viewmat, lamp->viewmat);
|
|
|
|
Mat4CpyMat4(winmat, lamp->winmat);
|
|
|
|
*winsize = lamp->size;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
|
|
|
|
{
|
|
|
|
GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
|
|
|
|
GPU_framebuffer_restore();
|
|
|
|
}
|
|
|
|
|
|
|
|
int GPU_lamp_shadow_layer(GPULamp *lamp)
|
|
|
|
{
|
|
|
|
if(lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW)))
|
|
|
|
return lamp->lay;
|
|
|
|
else
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|