This allow specialized shaders to redefine the closure interface to fit their needs. For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
352 lines
12 KiB
C++
352 lines
12 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_material.h
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* \ingroup gpu
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*/
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#ifndef __GPU_MATERIAL_H__
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#define __GPU_MATERIAL_H__
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#include "DNA_customdata_types.h" /* for CustomDataType */
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#include "DNA_listBase.h"
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#include "BLI_sys_types.h" /* for bool */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Image;
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struct ImageUser;
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struct Material;
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struct Object;
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struct Scene;
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struct SceneRenderLayer;
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struct GPUVertexAttribs;
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struct GPUNode;
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struct GPUNodeLink;
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struct GPUNodeStack;
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struct GPUMaterial;
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struct GPUTexture;
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struct GPULamp;
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struct PreviewImage;
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struct World;
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struct bNodeTree;
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typedef struct GPUNode GPUNode;
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typedef struct GPUNodeLink GPUNodeLink;
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typedef struct GPUMaterial GPUMaterial;
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typedef struct GPUParticleInfo GPUParticleInfo;
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/* Functions to create GPU Materials nodes */
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typedef enum GPUType {
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/* The value indicates the number of elements in each type */
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GPU_NONE = 0,
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GPU_FLOAT = 1,
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GPU_VEC2 = 2,
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GPU_VEC3 = 3,
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GPU_VEC4 = 4,
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GPU_MAT3 = 9,
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GPU_MAT4 = 16,
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GPU_CLOSURE = 17,
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GPU_TEX2D = 1002,
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GPU_SHADOW2D = 1003,
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GPU_TEXCUBE = 1004,
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GPU_ATTRIB = 3001
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} GPUType;
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typedef enum GPUBuiltin {
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GPU_VIEW_MATRIX = (1 << 0),
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GPU_OBJECT_MATRIX = (1 << 1),
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GPU_INVERSE_VIEW_MATRIX = (1 << 2),
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GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
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GPU_VIEW_POSITION = (1 << 4),
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GPU_VIEW_NORMAL = (1 << 5),
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GPU_OBCOLOR = (1 << 6),
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GPU_AUTO_BUMPSCALE = (1 << 7),
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GPU_CAMERA_TEXCO_FACTORS = (1 << 8),
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GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
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GPU_PARTICLE_LOCATION = (1 << 10),
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GPU_PARTICLE_VELOCITY = (1 << 11),
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GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
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GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
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GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
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GPU_OBJECT_INFO = (1 << 15)
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} GPUBuiltin;
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typedef enum GPUOpenGLBuiltin {
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GPU_MATCAP_NORMAL = 1,
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GPU_COLOR = 2,
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} GPUOpenGLBuiltin;
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typedef enum GPUMatType {
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GPU_MATERIAL_TYPE_MESH = 1,
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GPU_MATERIAL_TYPE_WORLD = 2,
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} GPUMatType;
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typedef enum GPUBlendMode {
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GPU_BLEND_SOLID = 0,
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GPU_BLEND_ADD = 1,
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GPU_BLEND_ALPHA = 2,
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GPU_BLEND_CLIP = 4,
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GPU_BLEND_ALPHA_SORT = 8,
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GPU_BLEND_ALPHA_TO_COVERAGE = 16
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} GPUBlendMode;
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typedef struct GPUNodeStack {
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GPUType type;
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const char *name;
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float vec[4];
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struct GPUNodeLink *link;
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bool hasinput;
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bool hasoutput;
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short sockettype;
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} GPUNodeStack;
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#define GPU_DYNAMIC_GROUP_FROM_TYPE(f) ((f) & 0xFFFF0000)
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#define GPU_DYNAMIC_GROUP_MISC 0x00010000
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#define GPU_DYNAMIC_GROUP_LAMP 0x00020000
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#define GPU_DYNAMIC_GROUP_OBJECT 0x00030000
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#define GPU_DYNAMIC_GROUP_SAMPLER 0x00040000
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#define GPU_DYNAMIC_GROUP_MIST 0x00050000
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#define GPU_DYNAMIC_GROUP_WORLD 0x00060000
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#define GPU_DYNAMIC_GROUP_MAT 0x00070000
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typedef enum GPUDynamicType {
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GPU_DYNAMIC_NONE = 0,
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GPU_DYNAMIC_OBJECT_VIEWMAT = 1 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_MAT = 2 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_VIEWIMAT = 3 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_IMAT = 4 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_COLOR = 5 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 6 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT = 7 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT = 8 | GPU_DYNAMIC_GROUP_OBJECT,
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GPU_DYNAMIC_LAMP_DYNVEC = 1 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_DYNCO = 2 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_DYNIMAT = 3 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_DYNPERSMAT = 4 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_DYNENERGY = 5 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_DYNCOL = 6 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_DISTANCE = 7 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_ATT1 = 8 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_ATT2 = 9 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_SPOTSIZE = 10 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_SPOTBLEND = 11 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_SPOTSCALE = 12 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_COEFFCONST = 13 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_COEFFLIN = 14 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_LAMP_COEFFQUAD = 15 | GPU_DYNAMIC_GROUP_LAMP,
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GPU_DYNAMIC_SAMPLER_2DBUFFER = 1 | GPU_DYNAMIC_GROUP_SAMPLER,
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GPU_DYNAMIC_SAMPLER_2DIMAGE = 2 | GPU_DYNAMIC_GROUP_SAMPLER,
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GPU_DYNAMIC_SAMPLER_2DSHADOW = 3 | GPU_DYNAMIC_GROUP_SAMPLER,
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GPU_DYNAMIC_MIST_ENABLE = 1 | GPU_DYNAMIC_GROUP_MIST,
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GPU_DYNAMIC_MIST_START = 2 | GPU_DYNAMIC_GROUP_MIST,
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GPU_DYNAMIC_MIST_DISTANCE = 3 | GPU_DYNAMIC_GROUP_MIST,
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GPU_DYNAMIC_MIST_INTENSITY = 4 | GPU_DYNAMIC_GROUP_MIST,
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GPU_DYNAMIC_MIST_TYPE = 5 | GPU_DYNAMIC_GROUP_MIST,
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GPU_DYNAMIC_MIST_COLOR = 6 | GPU_DYNAMIC_GROUP_MIST,
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GPU_DYNAMIC_HORIZON_COLOR = 1 | GPU_DYNAMIC_GROUP_WORLD,
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GPU_DYNAMIC_AMBIENT_COLOR = 2 | GPU_DYNAMIC_GROUP_WORLD,
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GPU_DYNAMIC_ZENITH_COLOR = 3 | GPU_DYNAMIC_GROUP_WORLD,
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GPU_DYNAMIC_MAT_DIFFRGB = 1 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_REF = 2 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_SPECRGB = 3 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_SPEC = 4 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_HARD = 5 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_EMIT = 6 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_AMB = 7 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_ALPHA = 8 | GPU_DYNAMIC_GROUP_MAT,
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GPU_DYNAMIC_MAT_MIR = 9 | GPU_DYNAMIC_GROUP_MAT
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} GPUDynamicType;
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GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
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GPUNodeLink *GPU_uniform(float *num);
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GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data);
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GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
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GPUNodeLink *GPU_cube_map(struct Image *ima, struct ImageUser *iuser, bool is_data);
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GPUNodeLink *GPU_image_preview(struct PreviewImage *prv);
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GPUNodeLink *GPU_texture(int size, float *pixels);
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GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, GPUDynamicType dynamictype, void *data);
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GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
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GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin);
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void GPU_node_link_set_type(GPUNodeLink *link, GPUType type);
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bool GPU_link(GPUMaterial *mat, const char *name, ...);
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bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
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void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
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void GPU_material_enable_alpha(GPUMaterial *material);
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GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
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GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
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/* High level functions to create and use GPU materials */
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GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
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GPUMaterial *GPU_material_from_nodetree_find(
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struct ListBase *gpumaterials, const void *engine_type, int options);
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GPUMaterial *GPU_material_from_nodetree(
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struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
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const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
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GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
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GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
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void GPU_material_free(struct ListBase *gpumaterial);
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void GPU_materials_free(void);
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void GPU_material_bind(
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GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
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float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
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void GPU_material_bind_uniforms(
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GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
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float autobumpscale, GPUParticleInfo *pi, float object_info[3]);
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void GPU_material_unbind(GPUMaterial *material);
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bool GPU_material_bound(GPUMaterial *material);
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struct Scene *GPU_material_scene(GPUMaterial *material);
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GPUMatType GPU_Material_get_type(GPUMaterial *material);
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struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
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void GPU_material_vertex_attributes(GPUMaterial *material,
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struct GPUVertexAttribs *attrib);
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bool GPU_material_do_color_management(GPUMaterial *mat);
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bool GPU_material_use_new_shading_nodes(GPUMaterial *mat);
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bool GPU_material_use_world_space_shading(GPUMaterial *mat);
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/* Exported shading */
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typedef struct GPUShadeInput {
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GPUMaterial *gpumat;
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struct Material *mat;
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GPUNodeLink *rgb, *specrgb, *vn, *view, *vcol, *ref;
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GPUNodeLink *alpha, *refl, *spec, *emit, *har, *amb;
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GPUNodeLink *spectra, *mir, *refcol;
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} GPUShadeInput;
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typedef struct GPUShadeResult {
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GPUNodeLink *diff, *spec, *combined, *alpha;
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} GPUShadeResult;
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void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi);
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void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr);
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/* Export GLSL shader */
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typedef enum GPUDataType {
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GPU_DATA_NONE = 0,
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GPU_DATA_1I = 1, /* 1 integer */
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GPU_DATA_1F = 2,
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GPU_DATA_2F = 3,
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GPU_DATA_3F = 4,
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GPU_DATA_4F = 5,
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GPU_DATA_9F = 6,
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GPU_DATA_16F = 7,
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GPU_DATA_4UB = 8,
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} GPUDataType;
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/* this structure gives information of each uniform found in the shader */
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typedef struct GPUInputUniform {
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struct GPUInputUniform *next, *prev;
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char varname[32]; /* name of uniform in shader */
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GPUDynamicType type; /* type of uniform, data format and calculation derive from it */
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GPUDataType datatype; /* type of uniform data */
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struct Object *lamp; /* when type=GPU_DYNAMIC_LAMP_... or GPU_DYNAMIC_SAMPLER_2DSHADOW */
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struct Image *image; /* when type=GPU_DYNAMIC_SAMPLER_2DIMAGE */
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struct Material *material;/* when type=GPU_DYNAMIC_MAT_... */
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int texnumber; /* when type=GPU_DYNAMIC_SAMPLER, texture number: 0.. */
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unsigned char *texpixels; /* for internally generated texture, pixel data in RGBA format */
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int texsize; /* size in pixel of the texture in texpixels buffer:
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* for 2D textures, this is S and T size (square texture) */
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} GPUInputUniform;
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typedef struct GPUInputAttribute {
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struct GPUInputAttribute *next, *prev;
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char varname[32]; /* name of attribute in shader */
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int type; /* from CustomData.type, data type derives from it */
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GPUDataType datatype; /* type of attribute data */
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const char *name; /* layer name */
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int number; /* generic attribute number */
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} GPUInputAttribute;
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typedef struct GPUShaderExport {
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ListBase uniforms;
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ListBase attributes;
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char *vertex;
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char *fragment;
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} GPUShaderExport;
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GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
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void GPU_free_shader_export(GPUShaderExport *shader);
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/* Lamps */
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GPUNodeLink *GPU_lamp_get_data(
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GPUMaterial *mat, struct GPULamp *lamp,
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GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy);
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/* World */
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void GPU_mist_update_enable(short enable);
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void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]);
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void GPU_horizon_update_color(float color[3]);
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void GPU_ambient_update_color(float color[3]);
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void GPU_zenith_update_color(float color[3]);
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struct GPUParticleInfo
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{
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float scalprops[4];
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float location[3];
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float velocity[3];
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float angular_velocity[3];
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int random_id;
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};
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#ifdef WITH_OPENSUBDIV
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struct DerivedMesh;
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void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
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struct DerivedMesh *dm);
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif /*__GPU_MATERIAL_H__*/
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