Vector Transform node support for GLSL mode and the internal renderer

The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.

Example: {F273060}

Alexander (Blend4Web Team)

Reviewers: brecht, campbellbarton, sergey

Reviewed By: campbellbarton, sergey

Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D909
This commit is contained in:
2016-01-23 15:27:36 +03:00
parent e9452f909c
commit a6aaaad979
17 changed files with 278 additions and 10 deletions

View File

@@ -112,6 +112,7 @@ struct GPUMaterial {
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
int localtoviewmatloc, invlocaltoviewmatloc;
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
@@ -242,6 +243,10 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX));
if (material->builtins & GPU_INVERSE_OBJECT_MATRIX)
material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
if (material->builtins & GPU_LOC_TO_VIEW_MATRIX)
material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX)
material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_OBCOLOR)
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
if (material->builtins & GPU_AUTO_BUMPSCALE)
@@ -384,12 +389,14 @@ void GPU_material_bind(
}
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float obcol[4],
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
float invmat[4][4], col[4];
float localtoviewmat[4][4];
float invlocaltoviewmat[4][4];
/* handle per object builtins */
if (material->builtins & GPU_OBJECT_MATRIX) {
@@ -399,6 +406,19 @@ void GPU_material_bind_uniforms(
invert_m4_m4(invmat, obmat);
GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float *)invmat);
}
if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) {
if (viewmat) {
mul_m4_m4m4(localtoviewmat, viewmat, obmat);
GPU_shader_uniform_vector(shader, material->localtoviewmatloc, 16, 1, (float *)localtoviewmat);
}
}
if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
if (viewmat) {
mul_m4_m4m4(localtoviewmat, viewmat, obmat);
invert_m4_m4(invlocaltoviewmat, localtoviewmat);
GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float*)invlocaltoviewmat);
}
}
if (material->builtins & GPU_OBCOLOR) {
copy_v4_v4(col, obcol);
CLAMP(col[3], 0.0f, 1.0f);
@@ -2352,6 +2372,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
{ GPU_INVERSE_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DATA_16F },
{ GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F },
{ GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F },
{ GPU_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT, GPU_DATA_16F },
{ GPU_INVERSE_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT, GPU_DATA_16F },
{ GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F },
{ GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F },
{ 0 }