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blender-archive/source/blender/gpu/GPU_material.h
Brecht Van Lommel fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00

250 lines
8.1 KiB
C++

/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#ifndef __GPU_MATERIAL_H__
#define __GPU_MATERIAL_H__
#include "DNA_customdata_types.h" /* for CustomDataType */
#include "DNA_listBase.h"
#include "BLI_sys_types.h" /* for bool */
#ifdef __cplusplus
extern "C" {
#endif
struct GPUMaterial;
struct GPUNode;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUTexture;
struct GPUUniformBuffer;
struct Image;
struct ImageUser;
struct ListBase;
struct Main;
struct Material;
struct Scene;
struct bNode;
struct bNodeTree;
typedef struct GPUMaterial GPUMaterial;
typedef struct GPUNode GPUNode;
typedef struct GPUNodeLink GPUNodeLink;
/* Functions to create GPU Materials nodes */
typedef enum eGPUType {
/* Keep in sync with GPU_DATATYPE_STR */
/* The value indicates the number of elements in each type */
GPU_NONE = 0,
GPU_FLOAT = 1,
GPU_VEC2 = 2,
GPU_VEC3 = 3,
GPU_VEC4 = 4,
GPU_MAT3 = 9,
GPU_MAT4 = 16,
GPU_MAX_CONSTANT_DATA = GPU_MAT4,
/* Values not in GPU_DATATYPE_STR */
GPU_TEX1D_ARRAY = 1001,
GPU_TEX2D = 1002,
GPU_TEX2D_ARRAY = 1003,
GPU_TEX3D = 1004,
GPU_SHADOW2D = 1005,
GPU_TEXCUBE = 1006,
/* GLSL Struct types */
GPU_CLOSURE = 1007,
/* Opengl Attributes */
GPU_ATTR = 3001,
} eGPUType;
typedef enum eGPUBuiltin {
GPU_VIEW_MATRIX = (1 << 0),
GPU_OBJECT_MATRIX = (1 << 1),
GPU_INVERSE_VIEW_MATRIX = (1 << 2),
GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
GPU_VIEW_POSITION = (1 << 4),
GPU_VIEW_NORMAL = (1 << 5),
GPU_OBJECT_COLOR = (1 << 6),
GPU_AUTO_BUMPSCALE = (1 << 7),
GPU_CAMERA_TEXCO_FACTORS = (1 << 8),
GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
GPU_PARTICLE_LOCATION = (1 << 10),
GPU_PARTICLE_VELOCITY = (1 << 11),
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
GPU_OBJECT_INFO = (1 << 15),
GPU_BARYCENTRIC_TEXCO = (1 << 16),
GPU_BARYCENTRIC_DIST = (1 << 17),
GPU_WORLD_NORMAL = (1 << 18),
} eGPUBuiltin;
typedef enum eGPUMatFlag {
GPU_MATFLAG_DIFFUSE = (1 << 0),
GPU_MATFLAG_GLOSSY = (1 << 1),
GPU_MATFLAG_REFRACT = (1 << 2),
GPU_MATFLAG_SSS = (1 << 3),
} eGPUMatFlag;
typedef enum eGPUBlendMode {
GPU_BLEND_SOLID = 0,
GPU_BLEND_ADD = 1,
GPU_BLEND_ALPHA = 2,
GPU_BLEND_CLIP = 4,
GPU_BLEND_ALPHA_SORT = 8,
GPU_BLEND_ALPHA_TO_COVERAGE = 16,
} eGPUBlendMode;
typedef struct GPUNodeStack {
eGPUType type;
float vec[4];
struct GPUNodeLink *link;
bool hasinput;
bool hasoutput;
short sockettype;
bool end;
} GPUNodeStack;
typedef enum eGPUMaterialStatus {
GPU_MAT_FAILED = 0,
GPU_MAT_QUEUED,
GPU_MAT_SUCCESS,
} eGPUMaterialStatus;
GPUNodeLink *GPU_constant(const float *num);
GPUNodeLink *GPU_uniform(const float *num);
GPUNodeLink *GPU_attribute(GPUMaterial *mat, CustomDataType type, const char *name);
GPUNodeLink *GPU_image(GPUMaterial *mat, struct Image *ima, struct ImageUser *iuser);
GPUNodeLink *GPU_image_tiled(GPUMaterial *mat, struct Image *ima, struct ImageUser *iuser);
GPUNodeLink *GPU_image_tiled_mapping(GPUMaterial *mat, struct Image *ima, struct ImageUser *iuser);
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *layer);
GPUNodeLink *GPU_volume_grid(GPUMaterial *mat, const char *name);
GPUNodeLink *GPU_builtin(eGPUBuiltin builtin);
bool GPU_link(GPUMaterial *mat, const char *name, ...);
bool GPU_stack_link(GPUMaterial *mat,
struct bNode *node,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
...);
GPUNodeLink *GPU_uniformbuffer_link_out(struct GPUMaterial *mat,
struct bNode *node,
struct GPUNodeStack *stack,
const int index);
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_sss_profile_create(GPUMaterial *material,
float radii[3],
short *falloff_type,
float *sharpness);
struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material,
int sample_len,
struct GPUTexture **tex_profile);
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_from_nodetree_find(struct ListBase *gpumaterials,
const void *engine_type,
int options);
GPUMaterial *GPU_material_from_nodetree(struct Scene *scene,
struct Material *ma,
struct bNodeTree *ntree,
struct ListBase *gpumaterials,
const void *engine_type,
const int options,
const bool is_volume_shader,
const char *vert_code,
const char *geom_code,
const char *frag_lib,
const char *defines,
const char *name);
void GPU_material_compile(GPUMaterial *mat);
void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(struct Main *bmain);
struct Scene *GPU_material_scene(GPUMaterial *material);
struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
struct Material *GPU_material_get_material(GPUMaterial *material);
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material);
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void);
bool GPU_material_has_surface_output(GPUMaterial *mat);
bool GPU_material_has_volume_output(GPUMaterial *mat);
bool GPU_material_is_volume_shader(GPUMaterial *mat);
void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag);
bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag);
void GPU_pass_cache_init(void);
void GPU_pass_cache_garbage_collect(void);
void GPU_pass_cache_free(void);
/* Requested Material Attributes and Textures */
typedef struct GPUMaterialAttribute {
struct GPUMaterialAttribute *next, *prev;
int type; /* CustomDataType */
char name[64]; /* MAX_CUSTOMDATA_LAYER_NAME */
eGPUType gputype;
int id;
int users;
} GPUMaterialAttribute;
typedef struct GPUMaterialTexture {
struct GPUMaterialTexture *next, *prev;
struct Image *ima;
struct ImageUser *iuser;
struct GPUTexture **colorband;
char sampler_name[32]; /* Name of sampler in GLSL. */
char tiled_mapping_name[32]; /* Name of tile mapping sampler in GLSL. */
int users;
} GPUMaterialTexture;
typedef struct GPUMaterialVolumeGrid {
struct GPUMaterialVolumeGrid *next, *prev;
char *name;
char sampler_name[32]; /* Name of sampler in GLSL. */
char transform_name[32]; /* Name of 4x4 matrix in GLSL. */
int users;
} GPUMaterialVolumeGrid;
ListBase GPU_material_attributes(GPUMaterial *material);
ListBase GPU_material_textures(GPUMaterial *material);
ListBase GPU_material_volume_grids(GPUMaterial *material);
#ifdef __cplusplus
}
#endif
#endif /*__GPU_MATERIAL_H__*/