Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways. I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that. Anyways, that can be handled later, the sky itself is already a start. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13522
210 lines
5.1 KiB
C++
210 lines
5.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Intermediate node graph for generating GLSL shaders.
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*/
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#pragma once
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "BLI_ghash.h"
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#include "GPU_material.h"
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#include "GPU_shader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUNode;
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struct GPUOutput;
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struct ListBase;
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typedef enum eGPUDataSource {
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTR,
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GPU_SOURCE_UNIFORM_ATTR,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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GPU_SOURCE_TEX_TILED_MAPPING,
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GPU_SOURCE_FUNCTION_CALL,
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GPU_SOURCE_CRYPTOMATTE,
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} eGPUDataSource;
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typedef enum {
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTR,
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GPU_NODE_LINK_UNIFORM_ATTR,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE,
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GPU_NODE_LINK_IMAGE_TILED,
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GPU_NODE_LINK_IMAGE_TILED_MAPPING,
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GPU_NODE_LINK_IMAGE_SKY,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
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} GPUNodeLinkType;
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typedef enum {
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GPU_NODE_TAG_NONE = 0,
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GPU_NODE_TAG_SURFACE = (1 << 0),
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GPU_NODE_TAG_VOLUME = (1 << 1),
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GPU_NODE_TAG_DISPLACEMENT = (1 << 2),
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GPU_NODE_TAG_THICKNESS = (1 << 3),
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GPU_NODE_TAG_AOV = (1 << 4),
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GPU_NODE_TAG_FUNCTION = (1 << 5),
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GPU_NODE_TAG_COMPOSITOR = (1 << 6),
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} eGPUNodeTag;
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ENUM_OPERATORS(eGPUNodeTag, GPU_NODE_TAG_FUNCTION)
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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eGPUNodeTag tag;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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GPUNodeLinkType link_type;
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int users; /* Refcount */
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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const float *data;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **colorband;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_NODE_LINK_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct GPUMaterialTexture *texture;
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/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
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const char *function_name;
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};
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
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eGPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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eGPUType type; /* data-type. */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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eGPUDataSource source; /* data source */
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/* Content based on eGPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
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struct GPUMaterialTexture *texture;
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/* GPU_SOURCE_ATTR */
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struct GPUMaterialAttribute *attr;
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/* GPU_SOURCE_UNIFORM_ATTR */
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struct GPUUniformAttr *uniform_attr;
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/* GPU_SOURCE_FUNCTION_CALL */
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char function_call[64];
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};
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} GPUInput;
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typedef struct GPUNodeGraphOutputLink {
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struct GPUNodeGraphOutputLink *next, *prev;
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int hash;
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GPUNodeLink *outlink;
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} GPUNodeGraphOutputLink;
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typedef struct GPUNodeGraphFunctionLink {
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struct GPUNodeGraphFunctionLink *next, *prev;
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char name[16];
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GPUNodeLink *outlink;
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} GPUNodeGraphFunctionLink;
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typedef struct GPUNodeGraph {
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/* Nodes */
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ListBase nodes;
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/* Main Outputs. */
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GPUNodeLink *outlink_surface;
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GPUNodeLink *outlink_volume;
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GPUNodeLink *outlink_displacement;
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GPUNodeLink *outlink_thickness;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_aovs;
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/* List of GPUNodeGraphFunctionLink */
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ListBase material_functions;
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/* List of GPUNodeGraphOutputLink */
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ListBase outlink_compositor;
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/* Requested attributes and textures. */
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ListBase attributes;
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ListBase textures;
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/* The list of uniform attributes. */
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GPUUniformAttrList uniform_attrs;
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/** Set of all the GLSL lib code blocks . */
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GSet *used_libraries;
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} GPUNodeGraph;
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/* Node Graph */
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void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
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void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
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/**
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* Free intermediate node graph.
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*/
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void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
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/**
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* Free both node graph and requested attributes and textures.
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*/
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void gpu_node_graph_free(GPUNodeGraph *graph);
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/* Material calls */
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struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
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/**
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* Returns the address of the future pointer to coba_tex.
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*/
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struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
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int size,
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float *pixels,
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float *row);
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/**
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* Returns the address of the future pointer to sky_tex
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*/
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struct GPUTexture **gpu_material_sky_texture_layer_set(
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struct GPUMaterial *mat, int width, int height, const float *pixels, float *layer);
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#ifdef __cplusplus
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}
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#endif
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