This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
278 lines
8.5 KiB
C++
278 lines
8.5 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_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 Lamp;
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struct Image;
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struct bNode;
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struct LinkNode;
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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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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 GPULamp GPULamp;
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/* Functions to create GPU Materials nodes */
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typedef enum GPUType {
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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_TEX2D = 1002,
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GPU_SHADOW2D = 1003,
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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,
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GPU_OBJECT_MATRIX = 2,
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GPU_INVERSE_VIEW_MATRIX = 4,
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GPU_INVERSE_OBJECT_MATRIX = 8,
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GPU_VIEW_POSITION = 16,
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GPU_VIEW_NORMAL = 32,
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GPU_OBCOLOR = 64,
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GPU_AUTO_BUMPSCALE = 128,
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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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} 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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GPUNodeLink *GPU_attribute(int type, const char *name);
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GPUNodeLink *GPU_uniform(float *num);
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GPUNodeLink *GPU_dynamic_uniform(float *num, int 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_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, int 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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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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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_blender(struct Scene *scene, struct Material *ma);
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GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma);
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void GPU_material_free(struct ListBase *gpumaterial);
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void GPU_materials_free(void);
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bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
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void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
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void GPU_material_unbind(GPUMaterial *material);
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int 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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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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/* 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;
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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 GPUDynamicType {
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GPU_DYNAMIC_NONE = 0,
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GPU_DYNAMIC_OBJECT_VIEWMAT = 1,
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GPU_DYNAMIC_OBJECT_MAT = 2,
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GPU_DYNAMIC_OBJECT_VIEWIMAT = 3,
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GPU_DYNAMIC_OBJECT_IMAT = 4,
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GPU_DYNAMIC_OBJECT_COLOR = 5,
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GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 15,
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GPU_DYNAMIC_LAMP_FIRST = 6,
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GPU_DYNAMIC_LAMP_DYNVEC = 6,
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GPU_DYNAMIC_LAMP_DYNCO = 7,
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GPU_DYNAMIC_LAMP_DYNIMAT = 8,
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GPU_DYNAMIC_LAMP_DYNPERSMAT = 9,
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GPU_DYNAMIC_LAMP_DYNENERGY = 10,
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GPU_DYNAMIC_LAMP_DYNCOL = 11,
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GPU_DYNAMIC_LAMP_LAST = 11,
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GPU_DYNAMIC_SAMPLER_2DBUFFER = 12,
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GPU_DYNAMIC_SAMPLER_2DIMAGE = 13,
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GPU_DYNAMIC_SAMPLER_2DSHADOW = 14,
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GPU_DYNAMIC_LAMP_DISTANCE = 16,
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GPU_DYNAMIC_LAMP_ATT1 = 17,
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GPU_DYNAMIC_LAMP_ATT2 = 18,
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GPU_DYNAMIC_LAMP_SPOTSIZE = 19,
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GPU_DYNAMIC_LAMP_SPOTBLEND = 20,
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} GPUDynamicType;
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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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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: 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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GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
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void GPU_lamp_free(struct Object *ob);
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bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
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void GPU_lamp_update_buffer_mats(GPULamp *lamp);
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void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
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void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
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int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
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void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
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void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
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void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2);
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void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
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int GPU_lamp_shadow_layer(GPULamp *lamp);
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GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow);
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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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