2558 lines
		
	
	
		
			82 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2558 lines
		
	
	
		
			82 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) 2006 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 blender/gpu/intern/gpu_material.c
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 *  \ingroup gpu
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 *
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 * Manages materials, lights and textures.
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 */
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "BLI_math.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_anim.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "BKE_texture.h"
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#include "BKE_group.h"
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#include "IMB_imbuf_types.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_lamp.h"
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#include "GPU_material.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_uniformbuffer.h"
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#include "gpu_codegen.h"
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#include "gpu_lamp_private.h"
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#ifdef WITH_OPENSUBDIV
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#  include "BKE_DerivedMesh.h"
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#endif
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/* Structs */
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typedef enum DynMatProperty {
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	DYN_LAMP_CO = 1,
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	DYN_LAMP_VEC = 2,
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	DYN_LAMP_IMAT = 4,
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	DYN_LAMP_PERSMAT = 8,
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} DynMatProperty;
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static struct GPUWorld {
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	float mistenabled;
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	float mistype;
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	float miststart;
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	float mistdistance;
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	float mistintensity;
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	float mistcol[4];
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	float horicol[3];
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	float ambcol[4];
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	float zencol[3];
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} GPUWorld;
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struct GPUMaterial {
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	Scene *scene; /* DEPRECATED was only usefull for lamps */
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	Material *ma;
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	/* material for mesh surface, worlds or something else.
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	 * some code generation is done differently depending on the use case */
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	int type; /* DEPRECATED */
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	const void *engine_type;   /* attached engine type */
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	int options;    /* to identify shader variations (shadow, probe, world background...) */
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	/* for creating the material */
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	ListBase nodes;
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	GPUNodeLink *outlink;
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	/* for binding the material */
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	GPUPass *pass;
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	GPUVertexAttribs attribs;
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	int builtins;
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	int alpha, obcolalpha;
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	int dynproperty;
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	/* for passing uniforms */
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	int viewmatloc, invviewmatloc;
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	int obmatloc, invobmatloc;
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	int localtoviewmatloc, invlocaltoviewmatloc;
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	int obcolloc, obautobumpscaleloc;
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	int cameratexcofacloc;
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	int partscalarpropsloc;
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	int partcoloc;
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	int partvel;
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	int partangvel;
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	int objectinfoloc;
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	ListBase lamps;
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	bool bound;
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	bool is_opensubdiv;
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	GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
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};
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/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */
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static void texture_rgb_blend(
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        GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
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        int blendtype, GPUNodeLink **in);
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/* Functions */
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static GPUMaterial *GPU_material_construct_begin(Material *ma)
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{
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	GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
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	material->ma = ma;
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	return material;
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}
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static void gpu_material_set_attrib_id(GPUMaterial *material)
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{
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	GPUVertexAttribs *attribs = &material->attribs;
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	GPUPass *pass = material->pass;
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	if (!pass) {
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		attribs->totlayer = 0;
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		return;
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	}
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	GPUShader *shader = GPU_pass_shader(pass);
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	if (!shader) {
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		attribs->totlayer = 0;
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		return;
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	}
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	/* convert from attribute number to the actual id assigned by opengl,
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	 * in case the attrib does not get a valid index back, it was probably
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	 * removed by the glsl compiler by dead code elimination */
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	int b = 0;
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	for (int a = 0; a < attribs->totlayer; a++) {
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		char name[32];
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		BLI_snprintf(name, sizeof(name), "att%d", attribs->layer[a].attribid);
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		attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
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		BLI_snprintf(name, sizeof(name), "att%d_info", attribs->layer[a].attribid);
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		attribs->layer[a].glinfoindoex = GPU_shader_get_uniform(shader, name);
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		if (attribs->layer[a].glindex >= 0) {
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			attribs->layer[b] = attribs->layer[a];
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			b++;
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		}
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	}
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	attribs->totlayer = b;
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}
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static int gpu_material_construct_end(GPUMaterial *material, const char *passname)
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{
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	if (material->outlink) {
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		GPUNodeLink *outlink = material->outlink;
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		material->pass = GPU_generate_pass(&material->nodes, outlink,
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			&material->attribs, &material->builtins, material->type,
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			passname,
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			material->is_opensubdiv,
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			GPU_material_use_new_shading_nodes(material));
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		if (!material->pass)
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			return 0;
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		gpu_material_set_attrib_id(material);
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		GPUShader *shader = GPU_pass_shader(material->pass);
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		if (material->builtins & GPU_VIEW_MATRIX)
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			material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX));
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		if (material->builtins & GPU_INVERSE_VIEW_MATRIX)
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			material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX));
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		if (material->builtins & GPU_OBJECT_MATRIX)
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			material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX));
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		if (material->builtins & GPU_INVERSE_OBJECT_MATRIX)
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			material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
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		if (material->builtins & GPU_LOC_TO_VIEW_MATRIX)
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			material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX));
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		if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX)
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			material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX));
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		if (material->builtins & GPU_OBCOLOR)
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			material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
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		if (material->builtins & GPU_AUTO_BUMPSCALE)
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			material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
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		if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
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			material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
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		if (material->builtins & GPU_PARTICLE_SCALAR_PROPS)
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			material->partscalarpropsloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_SCALAR_PROPS));
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		if (material->builtins & GPU_PARTICLE_LOCATION)
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			material->partcoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_LOCATION));
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		if (material->builtins & GPU_PARTICLE_VELOCITY)
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			material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY));
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		if (material->builtins & GPU_PARTICLE_ANG_VELOCITY)
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			material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY));
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		if (material->builtins & GPU_OBJECT_INFO)
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			material->objectinfoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_INFO));
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		return 1;
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	}
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	else {
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		GPU_pass_free_nodes(&material->nodes);
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	}
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	return 0;
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}
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void GPU_material_free(ListBase *gpumaterial)
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{
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	for (LinkData *link = gpumaterial->first; link; link = link->next) {
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		GPUMaterial *material = link->data;
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		if (material->pass)
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			GPU_pass_free(material->pass);
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		if (material->ubo != NULL) {
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			GPU_uniformbuffer_free(material->ubo);
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		}
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		BLI_freelistN(&material->lamps);
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		MEM_freeN(material);
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	}
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	BLI_freelistN(gpumaterial);
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}
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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 camerafactors[4], bool scenelock)
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{
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	if (material->pass) {
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		GPUShader *shader = GPU_pass_shader(material->pass);
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		SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
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		if (srl)
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			viewlay &= srl->lay;
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		/* handle layer lamps */
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		if (material->type == GPU_MATERIAL_TYPE_MESH) {
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			for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
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				GPULamp *lamp = nlink->data;
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				if ((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
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				    GPU_lamp_visible(lamp, srl, material->ma))
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				{
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					lamp->dynenergy = lamp->energy;
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					copy_v3_v3(lamp->dyncol, lamp->col);
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				}
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				else {
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					lamp->dynenergy = 0.0f;
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					lamp->dyncol[0] = lamp->dyncol[1] = lamp->dyncol[2] = 0.0f;
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				}
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				if (material->dynproperty & DYN_LAMP_VEC) {
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					copy_v3_v3(lamp->dynvec, lamp->vec);
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					normalize_v3(lamp->dynvec);
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					negate_v3(lamp->dynvec);
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					mul_mat3_m4_v3(viewmat, lamp->dynvec);
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				}
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				if (material->dynproperty & DYN_LAMP_CO) {
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					copy_v3_v3(lamp->dynco, lamp->co);
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					mul_m4_v3(viewmat, lamp->dynco);
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				}
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						|
				
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				if (material->dynproperty & DYN_LAMP_IMAT) {
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					mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv);
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				}
 | 
						|
				
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				if (material->dynproperty & DYN_LAMP_PERSMAT) {
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					/* The lamp matrices are already updated if we're using shadow buffers */
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					if (!GPU_lamp_has_shadow_buffer(lamp)) {
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						|
						GPU_lamp_update_buffer_mats(lamp);
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					}
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					mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
 | 
						|
				}
 | 
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			}
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		}
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		/* note material must be bound before setting uniforms */
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		GPU_pass_bind(material->pass, time, mipmap);
 | 
						|
 | 
						|
		/* handle per material built-ins */
 | 
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		if (material->builtins & GPU_VIEW_MATRIX) {
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			GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float *)viewmat);
 | 
						|
		}
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						|
		if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
 | 
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			GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float *)viewinv);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
 | 
						|
			if (camerafactors) {
 | 
						|
				GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)camerafactors);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* use default, no scaling no offset */
 | 
						|
				float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
 | 
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				GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)borders);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
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		GPU_pass_update_uniforms(material->pass);
 | 
						|
 | 
						|
		material->bound = 1;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
GPUBuiltin GPU_get_material_builtins(GPUMaterial *material)
 | 
						|
{
 | 
						|
	return material->builtins;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_bind_uniforms(
 | 
						|
        GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
 | 
						|
        float autobumpscale, GPUParticleInfo *pi, float object_info[3])
 | 
						|
{
 | 
						|
	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) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float *)obmat);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) {
 | 
						|
			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);
 | 
						|
			GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_AUTO_BUMPSCALE) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_PARTICLE_SCALAR_PROPS) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->partscalarpropsloc, 4, 1, pi->scalprops);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_PARTICLE_LOCATION) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->partcoloc, 3, 1, pi->location);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_PARTICLE_VELOCITY) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->partvel, 3, 1, pi->velocity);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity);
 | 
						|
		}
 | 
						|
		if (material->builtins & GPU_OBJECT_INFO) {
 | 
						|
			GPU_shader_uniform_vector(shader, material->objectinfoloc, 3, 1, object_info);
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_unbind(GPUMaterial *material)
 | 
						|
{
 | 
						|
	if (material->pass) {
 | 
						|
		material->bound = 0;
 | 
						|
		GPU_pass_unbind(material->pass);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_material_bound(GPUMaterial *material)
 | 
						|
{
 | 
						|
	return material->bound;
 | 
						|
}
 | 
						|
 | 
						|
Scene *GPU_material_scene(GPUMaterial *material)
 | 
						|
{
 | 
						|
	return material->scene;
 | 
						|
}
 | 
						|
 | 
						|
GPUMatType GPU_Material_get_type(GPUMaterial *material)
 | 
						|
{
 | 
						|
	return material->type;
 | 
						|
}
 | 
						|
 | 
						|
GPUPass *GPU_material_get_pass(GPUMaterial *material)
 | 
						|
{
 | 
						|
	return material->pass;
 | 
						|
}
 | 
						|
 | 
						|
GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material)
 | 
						|
{
 | 
						|
	return material->ubo;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Create dynamic UBO from parameters
 | 
						|
 * \param ListBase of BLI_genericNodeN(GPUInput)
 | 
						|
 */
 | 
						|
void GPU_material_create_uniform_buffer(GPUMaterial *material, ListBase *inputs)
 | 
						|
{
 | 
						|
	material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_uniform_buffer_tag_dirty(ListBase *gpumaterials)
 | 
						|
{
 | 
						|
	for (LinkData *link = gpumaterials->first; link; link = link->next) {
 | 
						|
		GPUMaterial *material = link->data;
 | 
						|
		if (material->ubo != NULL) {
 | 
						|
			GPU_uniformbuffer_tag_dirty(material->ubo);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
 | 
						|
{
 | 
						|
	*attribs = material->attribs;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
 | 
						|
{
 | 
						|
	if (!material->outlink)
 | 
						|
		material->outlink = link;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_material_enable_alpha(GPUMaterial *material)
 | 
						|
{
 | 
						|
	material->alpha = 1;
 | 
						|
}
 | 
						|
 | 
						|
GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4])
 | 
						|
{
 | 
						|
	if (material->alpha || (material->obcolalpha && obcol[3] < 1.0f))
 | 
						|
		return GPU_BLEND_ALPHA;
 | 
						|
	else
 | 
						|
		return GPU_BLEND_SOLID;
 | 
						|
}
 | 
						|
 | 
						|
void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
 | 
						|
{
 | 
						|
	BLI_addtail(&material->nodes, node);
 | 
						|
}
 | 
						|
 | 
						|
/* Code generation */
 | 
						|
 | 
						|
bool GPU_material_do_color_management(GPUMaterial *mat)
 | 
						|
{
 | 
						|
	if (!BKE_scene_check_color_management_enabled(mat->scene))
 | 
						|
		return false;
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_material_use_new_shading_nodes(GPUMaterial *mat)
 | 
						|
{
 | 
						|
	return BKE_scene_use_new_shading_nodes(mat->scene);
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_material_use_world_space_shading(GPUMaterial *mat)
 | 
						|
{
 | 
						|
	return BKE_scene_use_world_space_shading(mat->scene);
 | 
						|
}
 | 
						|
 | 
						|
static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist)
 | 
						|
{
 | 
						|
	GPUNodeLink *visifac;
 | 
						|
 | 
						|
	/* from get_lamp_visibility */
 | 
						|
	if (lamp->type == LA_SUN || lamp->type == LA_HEMI) {
 | 
						|
		mat->dynproperty |= DYN_LAMP_VEC;
 | 
						|
		GPU_link(mat, "lamp_visibility_sun_hemi",
 | 
						|
		         GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac);
 | 
						|
		return visifac;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		mat->dynproperty |= DYN_LAMP_CO;
 | 
						|
		GPU_link(mat, "lamp_visibility_other",
 | 
						|
		         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
		         GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac);
 | 
						|
 | 
						|
		if (lamp->type == LA_AREA)
 | 
						|
			return visifac;
 | 
						|
 | 
						|
		switch (lamp->falloff_type) {
 | 
						|
			case LA_FALLOFF_CONSTANT:
 | 
						|
				break;
 | 
						|
			case LA_FALLOFF_INVLINEAR:
 | 
						|
				GPU_link(mat, "lamp_falloff_invlinear",
 | 
						|
				         GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
 | 
						|
				break;
 | 
						|
			case LA_FALLOFF_INVSQUARE:
 | 
						|
				GPU_link(mat, "lamp_falloff_invsquare",
 | 
						|
				         GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
 | 
						|
				break;
 | 
						|
			case LA_FALLOFF_SLIDERS:
 | 
						|
				GPU_link(mat, "lamp_falloff_sliders",
 | 
						|
				         GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
 | 
						|
				         GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob),
 | 
						|
				         GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac);
 | 
						|
				break;
 | 
						|
			case LA_FALLOFF_INVCOEFFICIENTS:
 | 
						|
				GPU_link(mat, "lamp_falloff_invcoefficients",
 | 
						|
					     GPU_dynamic_uniform(&lamp->coeff_const, GPU_DYNAMIC_LAMP_COEFFCONST, lamp->ob),
 | 
						|
					     GPU_dynamic_uniform(&lamp->coeff_lin, GPU_DYNAMIC_LAMP_COEFFLIN, lamp->ob),
 | 
						|
					     GPU_dynamic_uniform(&lamp->coeff_quad, GPU_DYNAMIC_LAMP_COEFFQUAD, lamp->ob), *dist, &visifac);
 | 
						|
				break;
 | 
						|
			case LA_FALLOFF_CURVE:
 | 
						|
			{
 | 
						|
				float *array;
 | 
						|
				int size;
 | 
						|
 | 
						|
				curvemapping_initialize(lamp->curfalloff);
 | 
						|
				curvemapping_table_RGBA(lamp->curfalloff, &array, &size);
 | 
						|
				GPU_link(mat, "lamp_falloff_curve",
 | 
						|
				         GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
 | 
						|
				         GPU_texture(size, array), *dist, &visifac);
 | 
						|
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (lamp->mode & LA_SPHERE)
 | 
						|
			GPU_link(mat, "lamp_visibility_sphere",
 | 
						|
			         GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
 | 
						|
			         *dist, visifac, &visifac);
 | 
						|
 | 
						|
		if (lamp->type == LA_SPOT) {
 | 
						|
			GPUNodeLink *inpr;
 | 
						|
 | 
						|
			if (lamp->mode & LA_SQUARE) {
 | 
						|
				mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
 | 
						|
				GPU_link(mat, "lamp_visibility_spot_square",
 | 
						|
				         GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
 | 
						|
				         GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
 | 
						|
				GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
 | 
						|
				GPU_link(mat, "lamp_visibility_spot_circle",
 | 
						|
				         GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
 | 
						|
				GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
 | 
						|
				GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
 | 
						|
			}
 | 
						|
			
 | 
						|
			GPU_link(mat, "lamp_visibility_spot",
 | 
						|
			         GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob),
 | 
						|
			         GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTBLEND, lamp->ob),
 | 
						|
			         inpr, visifac, &visifac);
 | 
						|
		}
 | 
						|
 | 
						|
		GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac);
 | 
						|
 | 
						|
		return visifac;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
#if 0
 | 
						|
static void area_lamp_vectors(LampRen *lar)
 | 
						|
{
 | 
						|
	float xsize = 0.5f * lar->area_size, ysize = 0.5f * lar->area_sizey;
 | 
						|
 | 
						|
	/* make it smaller, so area light can be multisampled */
 | 
						|
	float multifac = 1.0f / sqrtf((float)lar->ray_totsamp);
 | 
						|
	xsize *= multifac;
 | 
						|
	ysize *= multifac;
 | 
						|
 | 
						|
	/* corner vectors */
 | 
						|
	lar->area[0][0] = lar->co[0] - xsize * lar->mat[0][0] - ysize * lar->mat[1][0];
 | 
						|
	lar->area[0][1] = lar->co[1] - xsize * lar->mat[0][1] - ysize * lar->mat[1][1];
 | 
						|
	lar->area[0][2] = lar->co[2] - xsize * lar->mat[0][2] - ysize * lar->mat[1][2];
 | 
						|
 | 
						|
	/* corner vectors */
 | 
						|
	lar->area[1][0] = lar->co[0] - xsize * lar->mat[0][0] + ysize * lar->mat[1][0];
 | 
						|
	lar->area[1][1] = lar->co[1] - xsize * lar->mat[0][1] + ysize * lar->mat[1][1];
 | 
						|
	lar->area[1][2] = lar->co[2] - xsize * lar->mat[0][2] + ysize * lar->mat[1][2];
 | 
						|
 | 
						|
	/* corner vectors */
 | 
						|
	lar->area[2][0] = lar->co[0] + xsize * lar->mat[0][0] + ysize * lar->mat[1][0];
 | 
						|
	lar->area[2][1] = lar->co[1] + xsize * lar->mat[0][1] + ysize * lar->mat[1][1];
 | 
						|
	lar->area[2][2] = lar->co[2] + xsize * lar->mat[0][2] + ysize * lar->mat[1][2];
 | 
						|
 | 
						|
	/* corner vectors */
 | 
						|
	lar->area[3][0] = lar->co[0] + xsize * lar->mat[0][0] - ysize * lar->mat[1][0];
 | 
						|
	lar->area[3][1] = lar->co[1] + xsize * lar->mat[0][1] - ysize * lar->mat[1][1];
 | 
						|
	lar->area[3][2] = lar->co[2] + xsize * lar->mat[0][2] - ysize * lar->mat[1][2];
 | 
						|
	/* only for correction button size, matrix size works on energy */
 | 
						|
	lar->areasize = lar->dist * lar->dist / (4.0f * xsize * ysize);
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
static void ramp_blend(
 | 
						|
        GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type,
 | 
						|
        GPUNodeLink **r_col)
 | 
						|
{
 | 
						|
	static const char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub",
 | 
						|
		"mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
 | 
						|
		"mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
 | 
						|
		"mix_val", "mix_color", "mix_soft", "mix_linear"};
 | 
						|
 | 
						|
	GPU_link(mat, names[type], fac, col1, col2, r_col);
 | 
						|
}
 | 
						|
 | 
						|
static void do_colorband_blend(
 | 
						|
        GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type,
 | 
						|
        GPUNodeLink *incol, GPUNodeLink **r_col)
 | 
						|
{
 | 
						|
	GPUNodeLink *tmp, *alpha, *col;
 | 
						|
	float *array;
 | 
						|
	int size;
 | 
						|
 | 
						|
	/* do colorband */
 | 
						|
	colorband_table_RGBA(coba, &array, &size);
 | 
						|
	GPU_link(mat, "valtorgb", fac, GPU_texture(size, array), &col, &tmp);
 | 
						|
 | 
						|
	/* use alpha in fac */
 | 
						|
	GPU_link(mat, "mtex_alpha_from_col", col, &alpha);
 | 
						|
	GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac);
 | 
						|
 | 
						|
	/* blending method */
 | 
						|
	ramp_blend(mat, fac, incol, col, type, r_col);
 | 
						|
}
 | 
						|
 | 
						|
static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
 | 
						|
{
 | 
						|
	Material *ma = shi->mat;
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
 | 
						|
	if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) {
 | 
						|
		if (ma->ramp_col) {
 | 
						|
			if (ma->rampin_col == MA_RAMP_IN_RESULT) {
 | 
						|
				GPUNodeLink *fac;
 | 
						|
				GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
 | 
						|
				
 | 
						|
				/* colorband + blend */
 | 
						|
				do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, *diff, diff);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void add_to_diffuse(
 | 
						|
        GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb,
 | 
						|
        GPUNodeLink **r_diff)
 | 
						|
{
 | 
						|
	GPUNodeLink *fac, *tmp, *addcol;
 | 
						|
	
 | 
						|
	if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
 | 
						|
	    ma->ramp_col && (ma->mode & MA_RAMP_COL))
 | 
						|
	{
 | 
						|
		/* MA_RAMP_IN_RESULT is exceptional */
 | 
						|
		if (ma->rampin_col == MA_RAMP_IN_RESULT) {
 | 
						|
			addcol = shi->rgb;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* input */
 | 
						|
			switch (ma->rampin_col) {
 | 
						|
				case MA_RAMP_IN_ENERGY:
 | 
						|
					GPU_link(mat, "ramp_rgbtobw", rgb, &fac);
 | 
						|
					break;
 | 
						|
				case MA_RAMP_IN_SHADER:
 | 
						|
					fac = is;
 | 
						|
					break;
 | 
						|
				case MA_RAMP_IN_NOR:
 | 
						|
					GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
 | 
						|
					break;
 | 
						|
				default:
 | 
						|
					GPU_link(mat, "set_value_zero", &fac);
 | 
						|
					break;
 | 
						|
			}
 | 
						|
 | 
						|
			/* colorband + blend */
 | 
						|
			do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, shi->rgb, &addcol);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else
 | 
						|
		addcol = shi->rgb;
 | 
						|
 | 
						|
	/* output to */
 | 
						|
	GPU_link(mat, "shade_madd", *r_diff, rgb, addcol, r_diff);
 | 
						|
}
 | 
						|
 | 
						|
static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
 | 
						|
{
 | 
						|
	Material *ma = shi->mat;
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
 | 
						|
	if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
 | 
						|
	    ma->ramp_spec && ma->rampin_spec == MA_RAMP_IN_RESULT)
 | 
						|
	{
 | 
						|
		GPUNodeLink *fac;
 | 
						|
		GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
 | 
						|
		
 | 
						|
		/* colorband + blend */
 | 
						|
		do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t, GPUNodeLink **spec)
 | 
						|
{
 | 
						|
	Material *ma = shi->mat;
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
	GPUNodeLink *fac, *tmp;
 | 
						|
 | 
						|
	*spec = shi->specrgb;
 | 
						|
 | 
						|
	/* MA_RAMP_IN_RESULT is exception */
 | 
						|
	if (ma->ramp_spec && (ma->rampin_spec != MA_RAMP_IN_RESULT)) {
 | 
						|
		
 | 
						|
		/* input */
 | 
						|
		switch (ma->rampin_spec) {
 | 
						|
			case MA_RAMP_IN_ENERGY:
 | 
						|
				fac = t;
 | 
						|
				break;
 | 
						|
			case MA_RAMP_IN_SHADER:
 | 
						|
				fac = is;
 | 
						|
				break;
 | 
						|
			case MA_RAMP_IN_NOR:
 | 
						|
				GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				GPU_link(mat, "set_value_zero", &fac);
 | 
						|
				break;
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* colorband + blend */
 | 
						|
		do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void add_user_list(ListBase *list, void *data)
 | 
						|
{
 | 
						|
	LinkData *link = MEM_callocN(sizeof(LinkData), "GPULinkData");
 | 
						|
	link->data = data;
 | 
						|
	BLI_addtail(list, link);
 | 
						|
}
 | 
						|
 | 
						|
static void shade_light_textures(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **rgb)
 | 
						|
{
 | 
						|
	for (int i = 0; i < MAX_MTEX; ++i) {
 | 
						|
		MTex *mtex = lamp->la->mtex[i];
 | 
						|
 | 
						|
		if (mtex && mtex->tex && (mtex->tex->type & TEX_IMAGE) && mtex->tex->ima) {
 | 
						|
			mat->dynproperty |= DYN_LAMP_PERSMAT;
 | 
						|
 | 
						|
			float one = 1.0f;
 | 
						|
			GPUNodeLink *tex_rgb;
 | 
						|
 | 
						|
			GPU_link(mat, "shade_light_texture",
 | 
						|
			         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
			         GPU_image(mtex->tex->ima, &mtex->tex->iuser, false),
 | 
						|
			         GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
 | 
						|
			         &tex_rgb);
 | 
						|
			texture_rgb_blend(mat, tex_rgb, *rgb, GPU_uniform(&one), GPU_uniform(&mtex->colfac), mtex->blendtype, rgb);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp)
 | 
						|
{
 | 
						|
	Material *ma = shi->mat;
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
	GPUNodeLink *lv, *dist, *is, *inp, *i;
 | 
						|
	GPUNodeLink *outcol, *specfac, *t, *shadfac = NULL, *lcol;
 | 
						|
	float one = 1.0f;
 | 
						|
 | 
						|
	if ((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW))
 | 
						|
		return;
 | 
						|
	
 | 
						|
	GPUNodeLink *vn = shi->vn;
 | 
						|
	GPUNodeLink *view = shi->view;
 | 
						|
 | 
						|
	GPUNodeLink *visifac = lamp_get_visibility(mat, lamp, &lv, &dist);
 | 
						|
 | 
						|
#if 0
 | 
						|
	if (ma->mode & MA_TANGENT_V)
 | 
						|
		GPU_link(mat, "shade_tangent_v", lv, GPU_attribute(CD_TANGENT, ""), &vn);
 | 
						|
#endif
 | 
						|
	
 | 
						|
	GPU_link(mat, "shade_inp", vn, lv, &inp);
 | 
						|
 | 
						|
	if (lamp->mode & LA_NO_DIFF) {
 | 
						|
		GPU_link(mat, "shade_is_no_diffuse", &is);
 | 
						|
	}
 | 
						|
	else if (lamp->type == LA_HEMI) {
 | 
						|
		GPU_link(mat, "shade_is_hemi", inp, &is);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (lamp->type == LA_AREA) {
 | 
						|
			float area[4][4] = {{0.0f}}, areasize = 0.0f;
 | 
						|
 | 
						|
			mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_CO;
 | 
						|
			GPU_link(mat, "shade_inp_area",
 | 
						|
			         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
			         GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob),
 | 
						|
			         GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), vn,
 | 
						|
			         GPU_uniform((float *)area),
 | 
						|
			         GPU_uniform(&areasize),
 | 
						|
			         GPU_uniform(&lamp->k), &inp);
 | 
						|
		}
 | 
						|
 | 
						|
		is = inp; /* Lambert */
 | 
						|
 | 
						|
		if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) {
 | 
						|
			if (ma->diff_shader == MA_DIFF_ORENNAYAR)
 | 
						|
				GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view,
 | 
						|
				         GPU_uniform(&ma->roughness), &is);
 | 
						|
			else if (ma->diff_shader == MA_DIFF_TOON)
 | 
						|
				GPU_link(mat, "shade_diffuse_toon", vn, lv, view,
 | 
						|
				         GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
 | 
						|
			else if (ma->diff_shader == MA_DIFF_MINNAERT)
 | 
						|
				GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view,
 | 
						|
				         GPU_uniform(&ma->darkness), &is);
 | 
						|
			else if (ma->diff_shader == MA_DIFF_FRESNEL)
 | 
						|
				GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view,
 | 
						|
				         GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS))
 | 
						|
		if (ma->shade_flag & MA_CUBIC)
 | 
						|
			GPU_link(mat, "shade_cubic", is, &is);
 | 
						|
	
 | 
						|
	i = is;
 | 
						|
	GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i);
 | 
						|
	
 | 
						|
	GPU_link(mat, "set_rgb", GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &lcol);
 | 
						|
	shade_light_textures(mat, lamp, &lcol);
 | 
						|
	GPU_link(mat, "shade_mul_value_v3",
 | 
						|
	         GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), lcol, &lcol);
 | 
						|
 | 
						|
#if 0
 | 
						|
	if (ma->mode & MA_TANGENT_VN)
 | 
						|
		GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn);
 | 
						|
#endif
 | 
						|
 | 
						|
	/* this replaces if (i > 0.0) conditional until that is supported */
 | 
						|
	/* done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); */
 | 
						|
 | 
						|
	if ((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) {
 | 
						|
		if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) {
 | 
						|
			mat->dynproperty |= DYN_LAMP_PERSMAT;
 | 
						|
			
 | 
						|
			if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
 | 
						|
				GPU_link(mat, "test_shadowbuf_vsm",
 | 
						|
				         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
				         GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
 | 
						|
				         GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
 | 
						|
				         GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), inp, &shadfac);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				GPU_link(mat, "test_shadowbuf",
 | 
						|
				         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
				         GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
 | 
						|
				         GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
 | 
						|
				         GPU_uniform(&lamp->bias), inp, &shadfac);
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (lamp->mode & LA_ONLYSHADOW) {
 | 
						|
				GPUNodeLink *shadrgb;
 | 
						|
				GPU_link(mat, "shade_only_shadow", i, shadfac,
 | 
						|
					GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob),
 | 
						|
					GPU_uniform(lamp->shadow_color), &shadrgb);
 | 
						|
				
 | 
						|
				if (!(lamp->mode & LA_NO_DIFF)) {
 | 
						|
					GPU_link(mat, "shade_only_shadow_diffuse", shadrgb, shi->rgb,
 | 
						|
					         shr->diff, &shr->diff);
 | 
						|
				}
 | 
						|
 | 
						|
				if (!(lamp->mode & LA_NO_SPEC)) {
 | 
						|
					GPU_link(mat, "shade_only_shadow_specular", shadrgb, shi->specrgb,
 | 
						|
					         shr->spec, &shr->spec);
 | 
						|
				}
 | 
						|
				
 | 
						|
				add_user_list(&mat->lamps, lamp);
 | 
						|
				return;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
 | 
						|
		add_user_list(&mat->lamps, lamp);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac);
 | 
						|
 | 
						|
	if (GPU_link_changed(shi->refl) || ma->ref != 0.0f) {
 | 
						|
		if (!(lamp->mode & LA_NO_DIFF)) {
 | 
						|
			GPUNodeLink *rgb;
 | 
						|
			GPU_link(mat, "shade_mul_value", i, lcol, &rgb);
 | 
						|
			GPU_link(mat, "mtex_value_invert", shadfac, &shadfac);
 | 
						|
			GPU_link(mat, "mix_mult",  shadfac, rgb, GPU_uniform(lamp->shadow_color), &rgb);
 | 
						|
			GPU_link(mat, "mtex_value_invert", shadfac, &shadfac);
 | 
						|
			add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (mat->scene->gm.flag & GAME_GLSL_NO_SHADERS) {
 | 
						|
		/* pass */
 | 
						|
	}
 | 
						|
	else if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) &&
 | 
						|
	         (GPU_link_changed(shi->spec) || ma->spec != 0.0f))
 | 
						|
	{
 | 
						|
		if (lamp->type == LA_HEMI) {
 | 
						|
			GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t);
 | 
						|
			GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol);
 | 
						|
			GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			if (ma->spec_shader == MA_SPEC_PHONG) {
 | 
						|
				GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac);
 | 
						|
			}
 | 
						|
			else if (ma->spec_shader == MA_SPEC_COOKTORR) {
 | 
						|
				GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac);
 | 
						|
			}
 | 
						|
			else if (ma->spec_shader == MA_SPEC_BLINN) {
 | 
						|
				GPU_link(mat, "shade_blinn_spec", vn, lv, view,
 | 
						|
				         GPU_uniform(&ma->refrac), shi->har, &specfac);
 | 
						|
			}
 | 
						|
			else if (ma->spec_shader == MA_SPEC_WARDISO) {
 | 
						|
				GPU_link(mat, "shade_wardiso_spec", vn, lv, view,
 | 
						|
				         GPU_uniform(&ma->rms), &specfac);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				GPU_link(mat, "shade_toon_spec", vn, lv, view,
 | 
						|
				         GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac);
 | 
						|
			}
 | 
						|
 | 
						|
			if (lamp->type == LA_AREA)
 | 
						|
				GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac);
 | 
						|
 | 
						|
			GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t); 
 | 
						|
 | 
						|
			if (ma->mode & MA_RAMP_SPEC) {
 | 
						|
				GPUNodeLink *spec;
 | 
						|
				do_specular_ramp(shi, specfac, t, &spec);
 | 
						|
				GPU_link(mat, "shade_add_spec", t, lcol, spec, &outcol);
 | 
						|
				GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol);
 | 
						|
				GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	add_user_list(&mat->lamps, lamp);
 | 
						|
}
 | 
						|
 | 
						|
static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
 | 
						|
{
 | 
						|
	Base *base;
 | 
						|
	Scene *sce_iter;
 | 
						|
	
 | 
						|
	for (SETLOOPER(shi->gpumat->scene, sce_iter, base)) {
 | 
						|
		Object *ob = base->object;
 | 
						|
 | 
						|
		if (ob->type == OB_LAMP) {
 | 
						|
			GPULamp *lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL);
 | 
						|
			if (lamp)
 | 
						|
				shade_one_light(shi, shr, lamp);
 | 
						|
		}
 | 
						|
 | 
						|
		if (ob->transflag & OB_DUPLI) {
 | 
						|
			ListBase *lb = object_duplilist(G.main->eval_ctx, shi->gpumat->scene, ob);
 | 
						|
			
 | 
						|
			for (DupliObject *dob = lb->first; dob; dob = dob->next) {
 | 
						|
				Object *ob_iter = dob->ob;
 | 
						|
 | 
						|
				if (ob_iter->type == OB_LAMP) {
 | 
						|
					float omat[4][4];
 | 
						|
					copy_m4_m4(omat, ob_iter->obmat);
 | 
						|
					copy_m4_m4(ob_iter->obmat, dob->mat);
 | 
						|
 | 
						|
					GPULamp *lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob);
 | 
						|
					if (lamp)
 | 
						|
						shade_one_light(shi, shr, lamp);
 | 
						|
 | 
						|
					copy_m4_m4(ob_iter->obmat, omat);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			free_object_duplilist(lb);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* prevent only shadow lamps from producing negative colors.*/
 | 
						|
	GPU_link(shi->gpumat, "shade_clamp_positive", shr->spec, &shr->spec);
 | 
						|
	GPU_link(shi->gpumat, "shade_clamp_positive", shr->diff, &shr->diff);
 | 
						|
}
 | 
						|
 | 
						|
static void texture_rgb_blend(
 | 
						|
        GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
 | 
						|
        int blendtype, GPUNodeLink **in)
 | 
						|
{
 | 
						|
	switch (blendtype) {
 | 
						|
		case MTEX_BLEND:
 | 
						|
			GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_MUL:
 | 
						|
			GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_SCREEN:
 | 
						|
			GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_OVERLAY:
 | 
						|
			GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_SUB:
 | 
						|
			GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_ADD:
 | 
						|
			GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_DIV:
 | 
						|
			GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_DIFF:
 | 
						|
			GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_DARK:
 | 
						|
			GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_LIGHT:
 | 
						|
			GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_BLEND_HUE:
 | 
						|
			GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_BLEND_SAT:
 | 
						|
			GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_BLEND_VAL:
 | 
						|
			GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_BLEND_COLOR:
 | 
						|
			GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_SOFT_LIGHT:
 | 
						|
			GPU_link(mat, "mtex_rgb_soft", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_LIN_LIGHT:
 | 
						|
			GPU_link(mat, "mtex_rgb_linear", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			GPU_link(mat, "set_rgb_zero", &in);
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void texture_value_blend(
 | 
						|
        GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
 | 
						|
        int blendtype, GPUNodeLink **in)
 | 
						|
{
 | 
						|
	switch (blendtype) {
 | 
						|
		case MTEX_BLEND:
 | 
						|
			GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_MUL:
 | 
						|
			GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_SCREEN:
 | 
						|
			GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_SUB:
 | 
						|
			GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_ADD:
 | 
						|
			GPU_link(mat, "mtex_value_add", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_DIV:
 | 
						|
			GPU_link(mat, "mtex_value_div", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_DIFF:
 | 
						|
			GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_DARK:
 | 
						|
			GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		case MTEX_LIGHT:
 | 
						|
			GPU_link(mat, "mtex_value_light", out, tex, fact, facg, in);
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			GPU_link(mat, "set_value_zero", &in);
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void do_material_tex(GPUShadeInput *shi)
 | 
						|
{
 | 
						|
	Material *ma = shi->mat;
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
	MTex *mtex;
 | 
						|
	Tex *tex;
 | 
						|
	GPUNodeLink *texco, *tin, *trgb, *tnor, *tcol, *stencil, *tnorfac;
 | 
						|
	GPUNodeLink *texco_norm, *texco_orco, *texco_object;
 | 
						|
	GPUNodeLink *texco_global, *texco_uv = NULL;
 | 
						|
	GPUNodeLink *newnor, *orn;
 | 
						|
	float one = 1.0f;
 | 
						|
	int rgbnor, talpha;
 | 
						|
	bool init_done = false;
 | 
						|
	int iBumpSpacePrev = 0; /* Not necessary, quieting gcc warning. */
 | 
						|
	GPUNodeLink *vNorg, *vNacc, *fPrevMagnitude;
 | 
						|
	int iFirstTimeNMap = 1;
 | 
						|
	bool found_deriv_map = false;
 | 
						|
 | 
						|
	GPU_link(mat, "set_value", GPU_uniform(&one), &stencil);
 | 
						|
 | 
						|
	GPU_link(mat, "texco_norm", GPU_builtin(GPU_VIEW_NORMAL), &texco_norm);
 | 
						|
	GPU_link(mat, "texco_orco", GPU_attribute(CD_ORCO, ""), &texco_orco);
 | 
						|
	GPU_link(mat, "texco_object", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
 | 
						|
		GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
 | 
						|
		GPU_builtin(GPU_VIEW_POSITION), &texco_object);
 | 
						|
#if 0
 | 
						|
	GPU_link(mat, "texco_tangent", GPU_attribute(CD_TANGENT, ""), &texco_tangent);
 | 
						|
#endif
 | 
						|
	GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
 | 
						|
		GPU_builtin(GPU_VIEW_POSITION), &texco_global);
 | 
						|
 | 
						|
	orn = texco_norm;
 | 
						|
 | 
						|
	/* go over texture slots */
 | 
						|
	for (int tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) {
 | 
						|
		/* separate tex switching */
 | 
						|
		if (ma->septex & (1 << tex_nr)) continue;
 | 
						|
		
 | 
						|
		if (ma->mtex[tex_nr]) {
 | 
						|
			mtex = ma->mtex[tex_nr];
 | 
						|
			
 | 
						|
			tex = mtex->tex;
 | 
						|
			if (tex == NULL) continue;
 | 
						|
 | 
						|
			/* which coords */
 | 
						|
			if (mtex->texco == TEXCO_ORCO)
 | 
						|
				texco = texco_orco;
 | 
						|
			else if (mtex->texco == TEXCO_OBJECT)
 | 
						|
				texco = texco_object;
 | 
						|
			else if (mtex->texco == TEXCO_NORM)
 | 
						|
				texco = orn;
 | 
						|
			else if (mtex->texco == TEXCO_TANGENT)
 | 
						|
				texco = texco_object;
 | 
						|
			else if (mtex->texco == TEXCO_GLOB)
 | 
						|
				texco = texco_global;
 | 
						|
			else if (mtex->texco == TEXCO_REFL) {
 | 
						|
				GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
 | 
						|
				texco = shi->ref;
 | 
						|
			}
 | 
						|
			else if (mtex->texco == TEXCO_UV) {
 | 
						|
				if (1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) {
 | 
						|
					GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv);
 | 
						|
					/*lastuvname = mtex->uvname;*/ /*UNUSED*/
 | 
						|
				}
 | 
						|
				texco = texco_uv;
 | 
						|
			}
 | 
						|
			else
 | 
						|
				continue;
 | 
						|
 | 
						|
			/* in case of uv, this would just undo a multiplication in texco_uv */
 | 
						|
			if (mtex->texco != TEXCO_UV)
 | 
						|
				GPU_link(mat, "mtex_2d_mapping", texco, &texco);
 | 
						|
 | 
						|
			if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f)
 | 
						|
				GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco);
 | 
						|
 | 
						|
			float ofs[3] = {
 | 
						|
				mtex->ofs[0] + 0.5f - 0.5f * mtex->size[0],
 | 
						|
				mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1],
 | 
						|
				0.0f
 | 
						|
			};
 | 
						|
 | 
						|
			if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
 | 
						|
				GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
 | 
						|
 | 
						|
			talpha = 0;
 | 
						|
 | 
						|
			if (tex && tex->ima &&
 | 
						|
			    ((tex->type == TEX_IMAGE) ||
 | 
						|
			     ((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL))))
 | 
						|
			{
 | 
						|
				if (tex->type == TEX_IMAGE) {
 | 
						|
					GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb);
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					GPU_link(mat, "mtex_cube_map_refl",
 | 
						|
					         GPU_cube_map(tex->ima, &tex->iuser, false), shi->view, shi->vn,
 | 
						|
					         GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
 | 
						|
					         GPU_builtin(GPU_VIEW_MATRIX), &tin, &trgb);
 | 
						|
				}
 | 
						|
				rgbnor = TEX_RGB;
 | 
						|
 | 
						|
				talpha = ((tex->imaflag & TEX_USEALPHA) && tex->ima && (tex->ima->flag & IMA_IGNORE_ALPHA) == 0);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			/* texture output */
 | 
						|
			if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
 | 
						|
				GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
 | 
						|
				rgbnor -= TEX_RGB;
 | 
						|
			}
 | 
						|
 | 
						|
			if (mtex->texflag & MTEX_NEGATIVE) {
 | 
						|
				if (rgbnor & TEX_RGB)
 | 
						|
					GPU_link(mat, "mtex_rgb_invert", trgb, &trgb);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "mtex_value_invert", tin, &tin);
 | 
						|
			}
 | 
						|
 | 
						|
			if (mtex->texflag & MTEX_STENCIL) {
 | 
						|
				if (rgbnor & TEX_RGB)
 | 
						|
					GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin);
 | 
						|
			}
 | 
						|
 | 
						|
			/* mapping */
 | 
						|
			if (mtex->mapto & (MAP_COL | MAP_COLSPEC | MAP_COLMIR)) {
 | 
						|
				/* stencil maps on the texture control slider, not texture intensity value */
 | 
						|
				if ((rgbnor & TEX_RGB) == 0) {
 | 
						|
					GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol);
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					GPU_link(mat, "set_rgba", trgb, &tcol);
 | 
						|
 | 
						|
					if (mtex->mapto & MAP_ALPHA)
 | 
						|
						GPU_link(mat, "set_value", stencil, &tin);
 | 
						|
					else if (talpha)
 | 
						|
						GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
 | 
						|
					else
 | 
						|
						GPU_link(mat, "set_value_one", &tin);
 | 
						|
				}
 | 
						|
 | 
						|
				if ((tex->type == TEX_IMAGE) ||
 | 
						|
				    ((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL)))
 | 
						|
				{
 | 
						|
					if (GPU_material_do_color_management(mat)) {
 | 
						|
						GPU_link(mat, "srgb_to_linearrgb", tcol, &tcol);
 | 
						|
					}
 | 
						|
				}
 | 
						|
				
 | 
						|
				if (mtex->mapto & MAP_COL) {
 | 
						|
					GPUNodeLink *colfac;
 | 
						|
 | 
						|
					if (mtex->colfac == 1.0f) colfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac);
 | 
						|
 | 
						|
					texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb);
 | 
						|
				}
 | 
						|
				
 | 
						|
				if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) {
 | 
						|
					GPUNodeLink *colspecfac;
 | 
						|
 | 
						|
					if (mtex->colspecfac == 1.0f) colspecfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colspecfac), stencil, &colspecfac);
 | 
						|
 | 
						|
					texture_rgb_blend(mat, tcol, shi->specrgb, tin, colspecfac, mtex->blendtype, &shi->specrgb);
 | 
						|
				}
 | 
						|
 | 
						|
				if (mtex->mapto & MAP_COLMIR) {
 | 
						|
					GPUNodeLink *colmirfac;
 | 
						|
 | 
						|
					if (mtex->mirrfac == 1.0f) colmirfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->mirrfac), stencil, &colmirfac);
 | 
						|
 | 
						|
					/* exception for envmap only */
 | 
						|
					if (tex->type == TEX_ENVMAP && mtex->blendtype == MTEX_BLEND) {
 | 
						|
						GPU_link(mat, "mtex_mirror", tcol, shi->refcol, tin, colmirfac, &shi->refcol);
 | 
						|
					}
 | 
						|
					else
 | 
						|
						texture_rgb_blend(mat, tcol, shi->mir, tin, colmirfac, mtex->blendtype, &shi->mir);
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) {
 | 
						|
				if (tex->type == TEX_IMAGE) {
 | 
						|
					found_deriv_map = tex->imaflag & TEX_DERIVATIVEMAP;
 | 
						|
 | 
						|
					if (tex->imaflag & TEX_NORMALMAP) {
 | 
						|
						/* normalmap image */
 | 
						|
						GPU_link(mat, "mtex_normal", texco, GPU_image(tex->ima, &tex->iuser, true), &tnor);
 | 
						|
						
 | 
						|
						if (mtex->norfac < 0.0f)
 | 
						|
							GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor);
 | 
						|
 | 
						|
						if (mtex->normapspace == MTEX_NSPACE_TANGENT) {
 | 
						|
							if (iFirstTimeNMap != 0) {
 | 
						|
								// use unnormalized normal (this is how we bake it - closer to gamedev)
 | 
						|
								GPUNodeLink *vNegNorm;
 | 
						|
								GPU_link(mat, "vec_math_negate",
 | 
						|
								         GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm);
 | 
						|
								GPU_link(mat, "mtex_nspace_tangent",
 | 
						|
								         GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor);
 | 
						|
								iFirstTimeNMap = 0;
 | 
						|
							}
 | 
						|
							else { /* otherwise use accumulated perturbations */
 | 
						|
								GPU_link(mat, "mtex_nspace_tangent",
 | 
						|
								         GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
 | 
						|
							}
 | 
						|
						}
 | 
						|
						else if (mtex->normapspace == MTEX_NSPACE_OBJECT) {
 | 
						|
							/* transform normal by object then view matrix */
 | 
						|
							GPU_link(mat, "mtex_nspace_object", tnor, &newnor);
 | 
						|
						}
 | 
						|
						else if (mtex->normapspace == MTEX_NSPACE_WORLD) {
 | 
						|
							/* transform normal by view matrix */
 | 
						|
							GPU_link(mat, "mtex_nspace_world", GPU_builtin(GPU_VIEW_MATRIX), tnor, &newnor);
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							/* no transform, normal in camera space */
 | 
						|
							newnor = tnor;
 | 
						|
						}
 | 
						|
						
 | 
						|
						float norfac = min_ff(fabsf(mtex->norfac), 1.0f);
 | 
						|
						
 | 
						|
						if (norfac == 1.0f && !GPU_link_changed(stencil)) {
 | 
						|
							shi->vn = newnor;
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							tnorfac = GPU_uniform(&norfac);
 | 
						|
	
 | 
						|
							if (GPU_link_changed(stencil))
 | 
						|
								GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
 | 
						|
	
 | 
						|
							GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn);
 | 
						|
						}
 | 
						|
						
 | 
						|
					}
 | 
						|
					else if (found_deriv_map ||
 | 
						|
					         (mtex->texflag & (MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP)))
 | 
						|
					{
 | 
						|
						/* ntap bumpmap image */
 | 
						|
						int iBumpSpace;
 | 
						|
						float ima_x, ima_y;
 | 
						|
 | 
						|
						float imag_tspace_dimension_x = 1024.0f; /* only used for texture space variant */
 | 
						|
						float aspect = 1.0f;
 | 
						|
						
 | 
						|
						GPUNodeLink *vR1, *vR2;
 | 
						|
						GPUNodeLink *dBs, *dBt, *fDet;
 | 
						|
 | 
						|
						float hScale = 0.1f; /* compatibility adjustment factor for all bumpspace types */
 | 
						|
						if (mtex->texflag & MTEX_BUMP_TEXTURESPACE)
 | 
						|
							hScale = 13.0f; /* factor for scaling texspace bumps */
 | 
						|
						else if (found_deriv_map)
 | 
						|
							hScale = 1.0f;
 | 
						|
 | 
						|
						/* resolve texture resolution */
 | 
						|
						if ((mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map) {
 | 
						|
							ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
 | 
						|
							ima_x = 512.0f; ima_y = 512.0f; /* prevent calling textureSize, glsl 1.3 only */
 | 
						|
							if (ibuf) {
 | 
						|
								ima_x = ibuf->x;
 | 
						|
								ima_y = ibuf->y;
 | 
						|
								aspect = (float)ima_y / ima_x;
 | 
						|
							}
 | 
						|
							BKE_image_release_ibuf(tex->ima, ibuf, NULL);
 | 
						|
						}
 | 
						|
 | 
						|
						/* The negate on norfac is done because the
 | 
						|
						 * normal in the renderer points inward which corresponds
 | 
						|
						 * to inverting the bump map. Should this ever change
 | 
						|
						 * this negate must be removed. */
 | 
						|
						float norfac = -hScale * mtex->norfac;
 | 
						|
						if (found_deriv_map) {
 | 
						|
							float fVirtDim = sqrtf(fabsf(ima_x * mtex->size[0] * ima_y * mtex->size[1]));
 | 
						|
							norfac /= MAX2(fVirtDim, FLT_EPSILON);
 | 
						|
						}
 | 
						|
 | 
						|
						tnorfac = GPU_uniform(&norfac);
 | 
						|
 | 
						|
						if (found_deriv_map)
 | 
						|
							GPU_link(mat, "math_multiply", tnorfac, GPU_builtin(GPU_AUTO_BUMPSCALE), &tnorfac);
 | 
						|
						
 | 
						|
						if (GPU_link_changed(stencil))
 | 
						|
							GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
 | 
						|
						
 | 
						|
						if (!init_done) {
 | 
						|
							/* copy shi->vn to vNorg and vNacc, set magnitude to 1 */
 | 
						|
							GPU_link(mat, "mtex_bump_normals_init", shi->vn, &vNorg, &vNacc, &fPrevMagnitude);
 | 
						|
							iBumpSpacePrev = 0;
 | 
						|
							init_done = true;
 | 
						|
						}
 | 
						|
						
 | 
						|
						// find current bump space
 | 
						|
						if (mtex->texflag & MTEX_BUMP_OBJECTSPACE)
 | 
						|
							iBumpSpace = 1;
 | 
						|
						else if (mtex->texflag & MTEX_BUMP_TEXTURESPACE)
 | 
						|
							iBumpSpace = 2;
 | 
						|
						else
 | 
						|
							iBumpSpace = 4; /* ViewSpace */
 | 
						|
						
 | 
						|
						/* re-initialize if bump space changed */
 | 
						|
						if (iBumpSpacePrev != iBumpSpace) {
 | 
						|
							GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION);
 | 
						|
 | 
						|
							if (mtex->texflag & MTEX_BUMP_OBJECTSPACE)
 | 
						|
								GPU_link(mat, "mtex_bump_init_objspace",
 | 
						|
								         surf_pos, vNorg,
 | 
						|
								         GPU_builtin(GPU_VIEW_MATRIX),
 | 
						|
								         GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
 | 
						|
								         GPU_builtin(GPU_OBJECT_MATRIX),
 | 
						|
								         GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
 | 
						|
								         fPrevMagnitude, vNacc,
 | 
						|
								         &fPrevMagnitude, &vNacc,
 | 
						|
								         &vR1, &vR2, &fDet);
 | 
						|
								
 | 
						|
							else if (mtex->texflag & MTEX_BUMP_TEXTURESPACE)
 | 
						|
								GPU_link(mat, "mtex_bump_init_texturespace",
 | 
						|
								         surf_pos, vNorg,
 | 
						|
								         fPrevMagnitude, vNacc,
 | 
						|
								         &fPrevMagnitude, &vNacc,
 | 
						|
								         &vR1, &vR2, &fDet);
 | 
						|
								
 | 
						|
							else
 | 
						|
								GPU_link(mat, "mtex_bump_init_viewspace",
 | 
						|
								         surf_pos, vNorg,
 | 
						|
								         fPrevMagnitude, vNacc,
 | 
						|
								         &fPrevMagnitude, &vNacc,
 | 
						|
								         &vR1, &vR2, &fDet);
 | 
						|
							
 | 
						|
							iBumpSpacePrev = iBumpSpace;
 | 
						|
						}
 | 
						|
						
 | 
						|
						
 | 
						|
						if (found_deriv_map) {
 | 
						|
							GPU_link(mat, "mtex_bump_deriv",
 | 
						|
							         texco, GPU_image(tex->ima, &tex->iuser, true),
 | 
						|
							         GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac,
 | 
						|
							         &dBs, &dBt);
 | 
						|
						}
 | 
						|
						else if (mtex->texflag & MTEX_3TAP_BUMP)
 | 
						|
							GPU_link(mat, "mtex_bump_tap3",
 | 
						|
							         texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
 | 
						|
							         &dBs, &dBt);
 | 
						|
						else if (mtex->texflag & MTEX_5TAP_BUMP)
 | 
						|
							GPU_link(mat, "mtex_bump_tap5",
 | 
						|
							         texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
 | 
						|
							         &dBs, &dBt);
 | 
						|
						else if (mtex->texflag & MTEX_BICUBIC_BUMP) {
 | 
						|
							if (GPU_bicubic_bump_support()) {
 | 
						|
								GPU_link(mat, "mtex_bump_bicubic",
 | 
						|
								         texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
 | 
						|
								         &dBs, &dBt);
 | 
						|
							}
 | 
						|
							else {
 | 
						|
								GPU_link(mat, "mtex_bump_tap5",
 | 
						|
								         texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac,
 | 
						|
								         &dBs, &dBt);
 | 
						|
							}
 | 
						|
						}
 | 
						|
						
 | 
						|
						
 | 
						|
						if (mtex->texflag & MTEX_BUMP_TEXTURESPACE) {
 | 
						|
							float imag_tspace_dimension_y = aspect * imag_tspace_dimension_x;
 | 
						|
							GPU_link(mat, "mtex_bump_apply_texspace",
 | 
						|
							         fDet, dBs, dBt, vR1, vR2,
 | 
						|
							         GPU_image(tex->ima, &tex->iuser, true), texco,
 | 
						|
							         GPU_uniform(&imag_tspace_dimension_x),
 | 
						|
							         GPU_uniform(&imag_tspace_dimension_y), vNacc,
 | 
						|
							         &vNacc, &shi->vn);
 | 
						|
						}
 | 
						|
						else
 | 
						|
							GPU_link(mat, "mtex_bump_apply",
 | 
						|
							         fDet, dBs, dBt, vR1, vR2, vNacc,
 | 
						|
							         &vNacc, &shi->vn);
 | 
						|
						
 | 
						|
					}
 | 
						|
				}
 | 
						|
				
 | 
						|
				GPU_link(mat, "vec_math_negate", shi->vn, &orn);
 | 
						|
			}
 | 
						|
 | 
						|
			if ((mtex->mapto & MAP_VARS)) {
 | 
						|
				if (rgbnor & TEX_RGB) {
 | 
						|
					if (talpha)
 | 
						|
						GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
 | 
						|
					else
 | 
						|
						GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
 | 
						|
				}
 | 
						|
 | 
						|
				if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) {
 | 
						|
					GPUNodeLink *difffac;
 | 
						|
 | 
						|
					if (mtex->difffac == 1.0f) difffac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->difffac), stencil, &difffac);
 | 
						|
 | 
						|
					texture_value_blend(
 | 
						|
					        mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac,
 | 
						|
					        mtex->blendtype, &shi->refl);
 | 
						|
					GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
 | 
						|
				}
 | 
						|
				if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
 | 
						|
					GPUNodeLink *specfac;
 | 
						|
 | 
						|
					if (mtex->specfac == 1.0f) specfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->specfac), stencil, &specfac);
 | 
						|
 | 
						|
					texture_value_blend(
 | 
						|
					        mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac,
 | 
						|
					        mtex->blendtype, &shi->spec);
 | 
						|
					GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
 | 
						|
				}
 | 
						|
				if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
 | 
						|
					GPUNodeLink *emitfac;
 | 
						|
 | 
						|
					if (mtex->emitfac == 1.0f) emitfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->emitfac), stencil, &emitfac);
 | 
						|
 | 
						|
					texture_value_blend(
 | 
						|
					        mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac,
 | 
						|
					        mtex->blendtype, &shi->emit);
 | 
						|
					GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
 | 
						|
				}
 | 
						|
				if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
 | 
						|
					GPUNodeLink *hardfac;
 | 
						|
 | 
						|
					if (mtex->hardfac == 1.0f) hardfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->hardfac), stencil, &hardfac);
 | 
						|
 | 
						|
					GPU_link(mat, "mtex_har_divide", shi->har, &shi->har);
 | 
						|
					texture_value_blend(
 | 
						|
					        mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac,
 | 
						|
					        mtex->blendtype, &shi->har);
 | 
						|
					GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har);
 | 
						|
				}
 | 
						|
				if (mtex->mapto & MAP_ALPHA) {
 | 
						|
					GPUNodeLink *alphafac;
 | 
						|
 | 
						|
					if (mtex->alphafac == 1.0f) alphafac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->alphafac), stencil, &alphafac);
 | 
						|
 | 
						|
					texture_value_blend(
 | 
						|
					        mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac,
 | 
						|
					        mtex->blendtype, &shi->alpha);
 | 
						|
					GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
 | 
						|
				}
 | 
						|
				if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
 | 
						|
					GPUNodeLink *ambfac;
 | 
						|
 | 
						|
					if (mtex->ambfac == 1.0f) ambfac = stencil;
 | 
						|
					else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->ambfac), stencil, &ambfac);
 | 
						|
 | 
						|
					texture_value_blend(
 | 
						|
					        mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac,
 | 
						|
					        mtex->blendtype, &shi->amb);
 | 
						|
					GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
 | 
						|
{
 | 
						|
	float one = 1.0f;
 | 
						|
 | 
						|
	memset(shi, 0, sizeof(*shi));
 | 
						|
 | 
						|
	shi->gpumat = mat;
 | 
						|
	shi->mat = ma;
 | 
						|
 | 
						|
	GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, ma), &shi->rgb);
 | 
						|
	GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, ma), &shi->specrgb);
 | 
						|
	GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->mirr, GPU_DYNAMIC_MAT_MIR, ma), &shi->mir);
 | 
						|
	GPU_link(mat, "set_rgba_zero", &shi->refcol);
 | 
						|
	GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn);
 | 
						|
 | 
						|
	if (mat->alpha)
 | 
						|
		GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, ma), &shi->alpha);
 | 
						|
	else
 | 
						|
		GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha);
 | 
						|
 | 
						|
	GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, ma), &shi->refl);
 | 
						|
	GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, ma), &shi->spec);
 | 
						|
	GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, ma), &shi->emit);
 | 
						|
	GPU_link(mat, "set_value", GPU_dynamic_uniform((float *)&ma->har, GPU_DYNAMIC_MAT_HARD, ma), &shi->har);
 | 
						|
	GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, ma), &shi->amb);
 | 
						|
	GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra);
 | 
						|
	GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
 | 
						|
	GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol);
 | 
						|
	if (GPU_material_do_color_management(mat))
 | 
						|
		GPU_link(mat, "srgb_to_linearrgb", shi->vcol, &shi->vcol);
 | 
						|
	GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_mist_update_enable(short enable)
 | 
						|
{
 | 
						|
	GPUWorld.mistenabled = (float)enable;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3])
 | 
						|
{
 | 
						|
	GPUWorld.mistype = (float)type;
 | 
						|
	GPUWorld.miststart = start;
 | 
						|
	GPUWorld.mistdistance = dist;
 | 
						|
	GPUWorld.mistintensity = inten;
 | 
						|
	copy_v3_v3(GPUWorld.mistcol, color);
 | 
						|
	GPUWorld.mistcol[3] = 1.0f;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_horizon_update_color(float color[3])
 | 
						|
{
 | 
						|
	copy_v3_v3(GPUWorld.horicol, color);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_ambient_update_color(float color[3])
 | 
						|
{
 | 
						|
	copy_v3_v3(GPUWorld.ambcol, color);
 | 
						|
	GPUWorld.ambcol[3] = 1.0f;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_zenith_update_color(float color[3])
 | 
						|
{
 | 
						|
	copy_v3_v3(GPUWorld.zencol, color);
 | 
						|
}
 | 
						|
 | 
						|
void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
 | 
						|
{
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
	GPUNodeLink *emit, *ulinfac, *ulogfac, *mistfac;
 | 
						|
	Material *ma = shi->mat;
 | 
						|
	World *world = mat->scene->world;
 | 
						|
	float linfac, logfac;
 | 
						|
 | 
						|
	memset(shr, 0, sizeof(*shr));
 | 
						|
 | 
						|
	if (ma->mode & MA_VERTEXCOLP)
 | 
						|
		shi->rgb = shi->vcol;
 | 
						|
 | 
						|
	do_material_tex(shi);
 | 
						|
 | 
						|
	if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
 | 
						|
		GPU_link(mat, "set_rgb", shi->rgb, &shr->diff);
 | 
						|
		GPU_link(mat, "set_rgb_zero", &shr->spec);
 | 
						|
		GPU_link(mat, "set_value", shi->alpha, &shr->alpha);
 | 
						|
		shr->combined = shr->diff;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (GPU_link_changed(shi->emit) || ma->emit != 0.0f) {
 | 
						|
			if ((ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == MA_VERTEXCOL) {
 | 
						|
				GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit);
 | 
						|
				GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff);
 | 
						|
			}
 | 
						|
			else
 | 
						|
				GPU_link(mat, "shade_mul_value", shi->emit, shi->rgb, &shr->diff);
 | 
						|
		}
 | 
						|
		else
 | 
						|
			GPU_link(mat, "set_rgb_zero", &shr->diff);
 | 
						|
 | 
						|
		GPU_link(mat, "set_rgb_zero", &shr->spec);
 | 
						|
 | 
						|
		material_lights(shi, shr);
 | 
						|
 | 
						|
		shr->combined = shr->diff;
 | 
						|
 | 
						|
		GPU_link(mat, "set_value", shi->alpha, &shr->alpha);
 | 
						|
 | 
						|
		if (world) {
 | 
						|
			/* exposure correction */
 | 
						|
			if (world->exp != 0.0f || world->range != 1.0f) {
 | 
						|
				linfac = 1.0f + powf((2.0f * world->exp + 0.5f), -10);
 | 
						|
				logfac = logf((linfac - 1.0f) / linfac) / world->range;
 | 
						|
 | 
						|
				GPU_link(mat, "set_value", GPU_uniform(&linfac), &ulinfac);
 | 
						|
				GPU_link(mat, "set_value", GPU_uniform(&logfac), &ulogfac);
 | 
						|
 | 
						|
				GPU_link(mat, "shade_exposure_correct", shr->combined,
 | 
						|
					ulinfac, ulogfac, &shr->combined);
 | 
						|
				GPU_link(mat, "shade_exposure_correct", shr->spec,
 | 
						|
					ulinfac, ulogfac, &shr->spec);
 | 
						|
			}
 | 
						|
 | 
						|
			/* environment lighting */
 | 
						|
			if (!(mat->scene->gm.flag & GAME_GLSL_NO_ENV_LIGHTING) &&
 | 
						|
			    (world->mode & WO_ENV_LIGHT) &&
 | 
						|
			    (mat->scene->r.mode & R_SHADOW) &&
 | 
						|
			    !BKE_scene_use_new_shading_nodes(mat->scene))
 | 
						|
			{
 | 
						|
				if ((world->ao_env_energy != 0.0f) && (GPU_link_changed(shi->amb) || ma->amb != 0.0f) &&
 | 
						|
				    (GPU_link_changed(shi->refl) || ma->ref != 0.0f))
 | 
						|
				{
 | 
						|
					if (world->aocolor != WO_AOPLAIN) {
 | 
						|
						if (!(is_zero_v3(&world->horr) & is_zero_v3(&world->zenr))) {
 | 
						|
							GPUNodeLink *fcol, *f;
 | 
						|
							GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f);
 | 
						|
							GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f);
 | 
						|
							GPU_link(mat, "shade_mul_value", f, shi->rgb, &fcol);
 | 
						|
							GPU_link(mat, "env_apply", shr->combined,
 | 
						|
							         GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL),
 | 
						|
							         GPU_dynamic_uniform(GPUWorld.zencol, GPU_DYNAMIC_ZENITH_COLOR, NULL), fcol,
 | 
						|
							         GPU_builtin(GPU_VIEW_MATRIX), shi->vn, &shr->combined);
 | 
						|
						}
 | 
						|
					}
 | 
						|
					else {
 | 
						|
						GPUNodeLink *f;
 | 
						|
						GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f);
 | 
						|
						GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f);
 | 
						|
						GPU_link(mat, "shade_maddf", shr->combined, f, shi->rgb, &shr->combined);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			/* ambient color */
 | 
						|
			if (GPU_link_changed(shi->amb) || ma->amb != 0.0f) {
 | 
						|
				GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb),
 | 
						|
				         GPU_dynamic_uniform(GPUWorld.ambcol, GPU_DYNAMIC_AMBIENT_COLOR, NULL),
 | 
						|
				         &shr->combined);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (ma->mode & MA_TRANSP && (ma->mode & (MA_ZTRANSP | MA_RAYTRANSP))) {
 | 
						|
			if (GPU_link_changed(shi->spectra) || ma->spectra != 0.0f) {
 | 
						|
				GPU_link(mat, "alpha_spec_correction", shr->spec, shi->spectra,
 | 
						|
				         shi->alpha, &shr->alpha);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined);
 | 
						|
		if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec);
 | 
						|
 | 
						|
		if (GPU_link_changed(shi->refcol))
 | 
						|
			GPU_link(mat, "shade_add_mirror", shi->mir, shi->refcol, shr->combined, &shr->combined);
 | 
						|
 | 
						|
		if (GPU_link_changed(shi->spec) || ma->spec != 0.0f)
 | 
						|
			GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined);
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined);
 | 
						|
 | 
						|
	if (ma->shade_flag & MA_OBCOLOR)
 | 
						|
		GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
 | 
						|
 | 
						|
	if (!(ma->mode & MA_NOMIST)) {
 | 
						|
		GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
		         GPU_dynamic_uniform(&GPUWorld.mistenabled, GPU_DYNAMIC_MIST_ENABLE, NULL),
 | 
						|
		         GPU_dynamic_uniform(&GPUWorld.miststart, GPU_DYNAMIC_MIST_START, NULL),
 | 
						|
		         GPU_dynamic_uniform(&GPUWorld.mistdistance, GPU_DYNAMIC_MIST_DISTANCE, NULL),
 | 
						|
		         GPU_dynamic_uniform(&GPUWorld.mistype, GPU_DYNAMIC_MIST_TYPE, NULL),
 | 
						|
		         GPU_dynamic_uniform(&GPUWorld.mistintensity, GPU_DYNAMIC_MIST_INTENSITY, NULL), &mistfac);
 | 
						|
 | 
						|
		GPU_link(mat, "mix_blend", mistfac, shr->combined,
 | 
						|
		         GPU_dynamic_uniform(GPUWorld.mistcol, GPU_DYNAMIC_MIST_COLOR, NULL), &shr->combined);
 | 
						|
	}
 | 
						|
 | 
						|
	if (!mat->alpha) {
 | 
						|
		if (world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
 | 
						|
			GPU_link(mat, "shade_world_mix", GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL),
 | 
						|
			         shr->combined, &shr->combined);
 | 
						|
 | 
						|
		GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined);
 | 
						|
	}
 | 
						|
 | 
						|
	if (ma->shade_flag & MA_OBCOLOR) {
 | 
						|
		mat->obcolalpha = 1;
 | 
						|
		GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma)
 | 
						|
{
 | 
						|
	GPUShadeInput shi;
 | 
						|
	GPUShadeResult shr;
 | 
						|
 | 
						|
	GPU_shadeinput_set(mat, ma, &shi);
 | 
						|
	GPU_shaderesult_set(&shi, &shr);
 | 
						|
 | 
						|
	return shr.combined;
 | 
						|
}
 | 
						|
 | 
						|
static GPUNodeLink *gpu_material_diffuse_bsdf(GPUMaterial *mat, Material *ma)
 | 
						|
{
 | 
						|
	static float roughness = 0.0f;
 | 
						|
	GPUNodeLink *outlink;
 | 
						|
 | 
						|
	GPU_link(mat, "node_bsdf_diffuse",
 | 
						|
	         GPU_uniform(&ma->r), GPU_uniform(&roughness), GPU_builtin(GPU_VIEW_NORMAL), &outlink);
 | 
						|
 | 
						|
	return outlink;
 | 
						|
}
 | 
						|
 | 
						|
static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma)
 | 
						|
{
 | 
						|
	GPUNodeLink *outlink;
 | 
						|
	
 | 
						|
	/* some explanations here:
 | 
						|
	 * matcap normal holds the normal remapped to the 0.0 - 1.0 range. To take advantage of flat shading, we abuse
 | 
						|
	 * the built in secondary color of opengl. Color is just the regular color, which should include mask value too.
 | 
						|
	 * This also needs flat shading so we use the primary opengl color built-in */
 | 
						|
	GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview),
 | 
						|
	         GPU_opengl_builtin(GPU_MATCAP_NORMAL), GPU_opengl_builtin(GPU_COLOR), &outlink);
 | 
						|
	
 | 
						|
	return outlink;
 | 
						|
}
 | 
						|
 | 
						|
/* new solid draw mode with glsl matcaps */
 | 
						|
GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv)
 | 
						|
{
 | 
						|
	GPUMaterial *mat;
 | 
						|
	GPUNodeLink *outlink;
 | 
						|
	LinkData *link;
 | 
						|
	
 | 
						|
	for (link = ma->gpumaterial.first; link; link = link->next) {
 | 
						|
		GPUMaterial *current_material = (GPUMaterial *)link->data;
 | 
						|
		if (current_material->scene == scene &&
 | 
						|
		    current_material->is_opensubdiv == use_opensubdiv)
 | 
						|
		{
 | 
						|
			return current_material;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* allocate material */
 | 
						|
	mat = GPU_material_construct_begin(ma);
 | 
						|
	mat->scene = scene;
 | 
						|
	mat->type = GPU_MATERIAL_TYPE_MESH;
 | 
						|
	mat->is_opensubdiv = use_opensubdiv;
 | 
						|
 | 
						|
	if (ma->preview && ma->preview->rect[0]) {
 | 
						|
		outlink = gpu_material_preview_matcap(mat, ma);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		outlink = gpu_material_diffuse_bsdf(mat, ma);
 | 
						|
	}
 | 
						|
		
 | 
						|
	GPU_material_output_link(mat, outlink);
 | 
						|
 | 
						|
	gpu_material_construct_end(mat, "matcap_pass");
 | 
						|
	
 | 
						|
	/* note that even if building the shader fails in some way, we still keep
 | 
						|
	 * it to avoid trying to compile again and again, and simple do not use
 | 
						|
	 * the actual shader on drawing */
 | 
						|
	
 | 
						|
	link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
 | 
						|
	link->data = mat;
 | 
						|
	BLI_addtail(&ma->gpumaterial, link);
 | 
						|
	
 | 
						|
	return mat;
 | 
						|
}
 | 
						|
 | 
						|
static void do_world_tex(GPUShadeInput *shi, struct World *wo, GPUNodeLink **hor, GPUNodeLink **zen, GPUNodeLink **blend)
 | 
						|
{
 | 
						|
	GPUMaterial *mat = shi->gpumat;
 | 
						|
	GPUNodeLink *texco, *tin, *trgb, *stencil, *tcol, *zenfac;
 | 
						|
	MTex *mtex;
 | 
						|
	Tex *tex;
 | 
						|
	float ofs[3], zero = 0.0f;
 | 
						|
	int tex_nr, rgbnor;
 | 
						|
 | 
						|
	GPU_link(mat, "set_value_one", &stencil);
 | 
						|
	/* go over texture slots */
 | 
						|
	for (tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) {
 | 
						|
		if (wo->mtex[tex_nr]) {
 | 
						|
			mtex = wo->mtex[tex_nr];
 | 
						|
			tex = mtex->tex;
 | 
						|
			if (tex == NULL || !tex->ima || (tex->type != TEX_IMAGE && tex->type != TEX_ENVMAP))
 | 
						|
				continue;
 | 
						|
			/* which coords */
 | 
						|
			if (mtex->texco == TEXCO_VIEW || mtex->texco == TEXCO_GLOB) {
 | 
						|
				if (tex->type == TEX_IMAGE)
 | 
						|
					texco = GPU_builtin(GPU_VIEW_POSITION);
 | 
						|
				else if (tex->type == TEX_ENVMAP)
 | 
						|
					GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &texco);
 | 
						|
			}
 | 
						|
			else if (mtex->texco == TEXCO_EQUIRECTMAP || mtex->texco == TEXCO_ANGMAP) {
 | 
						|
				if ((tex->type == TEX_IMAGE && wo->skytype & WO_SKYREAL) || tex->type == TEX_ENVMAP)
 | 
						|
					GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &texco);
 | 
						|
				else
 | 
						|
					texco = GPU_builtin(GPU_VIEW_POSITION);
 | 
						|
			}
 | 
						|
			else
 | 
						|
				continue;
 | 
						|
			GPU_link(mat, "texco_norm", texco, &texco);
 | 
						|
			if (tex->type == TEX_IMAGE && !(wo->skytype & WO_SKYREAL)) {
 | 
						|
				GPU_link(mat, "mtex_2d_mapping", texco, &texco);
 | 
						|
			}
 | 
						|
			if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) {
 | 
						|
				float size[3] = { mtex->size[0], mtex->size[1], mtex->size[2] };
 | 
						|
				if (tex->type == TEX_ENVMAP) {
 | 
						|
					size[1] = mtex->size[2];
 | 
						|
					size[2] = mtex->size[1];
 | 
						|
				}
 | 
						|
				GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(size), &texco);
 | 
						|
			}
 | 
						|
			ofs[0] = mtex->ofs[0] + 0.5f - 0.5f * mtex->size[0];
 | 
						|
			if (tex->type == TEX_ENVMAP) {
 | 
						|
				ofs[1] = -mtex->ofs[2] + 0.5f - 0.5f * mtex->size[2];
 | 
						|
				ofs[2] = mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1];
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				ofs[1] = mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1];
 | 
						|
				ofs[2] = 0.0;
 | 
						|
			}
 | 
						|
			if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
 | 
						|
				GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
 | 
						|
			if (mtex->texco == TEXCO_EQUIRECTMAP) {
 | 
						|
				GPU_link(mat, "node_tex_environment_equirectangular", texco, GPU_image(tex->ima, &tex->iuser, false), &trgb);
 | 
						|
			}
 | 
						|
			else if (mtex->texco == TEXCO_ANGMAP) {
 | 
						|
				GPU_link(mat, "node_tex_environment_mirror_ball", texco, GPU_image(tex->ima, &tex->iuser, false), &trgb);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				if (tex->type == TEX_ENVMAP)
 | 
						|
					GPU_link(mat, "mtex_cube_map", texco, GPU_cube_map(tex->ima, &tex->iuser, false), &tin, &trgb);
 | 
						|
				else if (tex->type == TEX_IMAGE)
 | 
						|
					GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb);
 | 
						|
			}
 | 
						|
			rgbnor = TEX_RGB;
 | 
						|
			if (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)
 | 
						|
				if (GPU_material_do_color_management(mat))
 | 
						|
					GPU_link(mat, "srgb_to_linearrgb", trgb, &trgb);
 | 
						|
			/* texture output */
 | 
						|
			if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
 | 
						|
				GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
 | 
						|
				rgbnor -= TEX_RGB;
 | 
						|
			}
 | 
						|
			if (mtex->texflag & MTEX_NEGATIVE) {
 | 
						|
				if (rgbnor & TEX_RGB)
 | 
						|
					GPU_link(mat, "mtex_rgb_invert", trgb, &trgb);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "mtex_value_invert", tin, &tin);
 | 
						|
			}
 | 
						|
			if (mtex->texflag & MTEX_STENCIL) {
 | 
						|
				if (rgbnor & TEX_RGB)
 | 
						|
					GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				if (rgbnor & TEX_RGB)
 | 
						|
					GPU_link(mat, "mtex_alpha_multiply_value", trgb, stencil, &trgb);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "math_multiply", stencil, tin, &tin);
 | 
						|
			}
 | 
						|
			/* color mapping */
 | 
						|
			if (mtex->mapto & (WOMAP_HORIZ + WOMAP_ZENUP + WOMAP_ZENDOWN)) {
 | 
						|
				if ((rgbnor & TEX_RGB) == 0)
 | 
						|
					GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &trgb);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
 | 
						|
				GPU_link(mat, "set_rgb", trgb, &tcol);
 | 
						|
				if (mtex->mapto & WOMAP_HORIZ) {
 | 
						|
					texture_rgb_blend(mat, tcol, *hor, tin, GPU_uniform(&mtex->colfac), mtex->blendtype, hor);
 | 
						|
				}
 | 
						|
				if (mtex->mapto & (WOMAP_ZENUP + WOMAP_ZENDOWN)) {
 | 
						|
					GPU_link(mat, "set_value_zero", &zenfac);
 | 
						|
					if (wo->skytype & WO_SKYREAL) {
 | 
						|
						if (mtex->mapto & WOMAP_ZENUP) {
 | 
						|
							if (mtex->mapto & WOMAP_ZENDOWN) {
 | 
						|
								GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&mtex->zenupfac),
 | 
						|
								         GPU_uniform(&mtex->zendownfac), &zenfac);
 | 
						|
							}
 | 
						|
							else {
 | 
						|
								GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&mtex->zenupfac),
 | 
						|
								         GPU_uniform(&zero), &zenfac);
 | 
						|
							}
 | 
						|
						}
 | 
						|
						else if (mtex->mapto & WOMAP_ZENDOWN) {
 | 
						|
							GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&zero),
 | 
						|
							         GPU_uniform(&mtex->zendownfac), &zenfac);
 | 
						|
						}
 | 
						|
					}
 | 
						|
					else {
 | 
						|
						if (mtex->mapto & WOMAP_ZENUP)
 | 
						|
							GPU_link(mat, "set_value", GPU_uniform(&mtex->zenupfac), &zenfac);
 | 
						|
						else if (mtex->mapto & WOMAP_ZENDOWN)
 | 
						|
							GPU_link(mat, "set_value", GPU_uniform(&mtex->zendownfac), &zenfac);
 | 
						|
					}
 | 
						|
					texture_rgb_blend(mat, tcol, *zen, tin, zenfac, mtex->blendtype, zen);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			if (mtex->mapto & WOMAP_BLEND && wo->skytype & WO_SKYBLEND) {
 | 
						|
				if (rgbnor & TEX_RGB)
 | 
						|
					GPU_link(mat, "mtex_rgbtoint", trgb, &tin);
 | 
						|
				texture_value_blend(mat, GPU_uniform(&mtex->def_var), *blend, tin, GPU_uniform(&mtex->blendfac), mtex->blendtype, blend);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_material_old_world(struct GPUMaterial *mat, struct World *wo)
 | 
						|
{
 | 
						|
	GPUShadeInput shi;
 | 
						|
	GPUShadeResult shr;
 | 
						|
	GPUNodeLink *hor, *zen, *ray, *blend;
 | 
						|
 | 
						|
	shi.gpumat = mat;
 | 
						|
 | 
						|
	for (int i = 0; i < MAX_MTEX; i++) {
 | 
						|
		if (wo->mtex[i] && wo->mtex[i]->tex) {
 | 
						|
			wo->skytype |= WO_SKYTEX;
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if ((wo->skytype & (WO_SKYBLEND + WO_SKYTEX)) == 0) {
 | 
						|
		GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->horr, GPU_DYNAMIC_HORIZON_COLOR, NULL), &shr.combined);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GPU_link(mat, "set_rgb_zero", &shi.rgb);
 | 
						|
		GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &ray);
 | 
						|
		if (wo->skytype & WO_SKYPAPER)
 | 
						|
			GPU_link(mat, "world_paper_view", GPU_builtin(GPU_VIEW_POSITION), &shi.view);
 | 
						|
		else
 | 
						|
			GPU_link(mat, "shade_view", ray, &shi.view);
 | 
						|
		if (wo->skytype & WO_SKYBLEND) {
 | 
						|
			if (wo->skytype & WO_SKYPAPER) {
 | 
						|
				if (wo->skytype & WO_SKYREAL)
 | 
						|
					GPU_link(mat, "world_blend_paper_real", GPU_builtin(GPU_VIEW_POSITION), &blend);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "world_blend_paper", GPU_builtin(GPU_VIEW_POSITION), &blend);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				if (wo->skytype & WO_SKYREAL)
 | 
						|
					GPU_link(mat, "world_blend_real", ray, &blend);
 | 
						|
				else
 | 
						|
					GPU_link(mat, "world_blend", ray, &blend);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			GPU_link(mat, "set_value_zero", &blend);
 | 
						|
		}
 | 
						|
		GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->horr, GPU_DYNAMIC_HORIZON_COLOR, NULL), &hor);
 | 
						|
		GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->zenr, GPU_DYNAMIC_ZENITH_COLOR, NULL), &zen);
 | 
						|
		do_world_tex(&shi, wo, &hor, &zen, &blend);
 | 
						|
		if (wo->skytype & WO_SKYBLEND)
 | 
						|
			GPU_link(mat, "node_mix_shader", blend, hor, zen, &shi.rgb);
 | 
						|
		else
 | 
						|
			GPU_link(mat, "set_rgb", hor, &shi.rgb);
 | 
						|
		GPU_link(mat, "set_rgb", shi.rgb, &shr.combined);
 | 
						|
	}
 | 
						|
	GPU_material_output_link(mat, shr.combined);
 | 
						|
}
 | 
						|
 | 
						|
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
 | 
						|
{
 | 
						|
	LinkData *link;
 | 
						|
	GPUMaterial *mat;
 | 
						|
 | 
						|
	for (link = wo->gpumaterial.first; link; link = link->next)
 | 
						|
		if (((GPUMaterial *)link->data)->scene == scene)
 | 
						|
			return link->data;
 | 
						|
 | 
						|
	/* allocate material */
 | 
						|
	mat = GPU_material_construct_begin(NULL);
 | 
						|
	mat->scene = scene;
 | 
						|
	mat->type = GPU_MATERIAL_TYPE_WORLD;
 | 
						|
	
 | 
						|
	/* create nodes */
 | 
						|
	if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes) {
 | 
						|
		ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		gpu_material_old_world(mat, wo);
 | 
						|
	}
 | 
						|
 | 
						|
	if (GPU_material_do_color_management(mat))
 | 
						|
		if (mat->outlink)
 | 
						|
			GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
 | 
						|
 | 
						|
	gpu_material_construct_end(mat, wo->id.name);
 | 
						|
	
 | 
						|
	/* note that even if building the shader fails in some way, we still keep
 | 
						|
	 * it to avoid trying to compile again and again, and simple do not use
 | 
						|
	 * the actual shader on drawing */
 | 
						|
 | 
						|
	link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
 | 
						|
	link->data = mat;
 | 
						|
	BLI_addtail(&wo->gpumaterial, link);
 | 
						|
 | 
						|
	return mat;
 | 
						|
}
 | 
						|
 | 
						|
GPUMaterial *GPU_material_from_nodetree_find(
 | 
						|
        ListBase *gpumaterials, const void *engine_type, int options)
 | 
						|
{
 | 
						|
	for (LinkData *link = gpumaterials->first; link; link = link->next) {
 | 
						|
		GPUMaterial *current_material = (GPUMaterial *)link->data;
 | 
						|
		if (current_material->engine_type == engine_type &&
 | 
						|
		    current_material->options == options)
 | 
						|
		{
 | 
						|
			return current_material;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * TODO: This is supposed to replace GPU_material_from_blender/_world in the future
 | 
						|
 *
 | 
						|
 * \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials,
 | 
						|
 * This is enforced since constructing other arguments to this function may be expensive
 | 
						|
 * so only do this when they are needed.
 | 
						|
 */
 | 
						|
GPUMaterial *GPU_material_from_nodetree(
 | 
						|
        Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options,
 | 
						|
        const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines)
 | 
						|
{
 | 
						|
	GPUMaterial *mat;
 | 
						|
	GPUNodeLink *outlink;
 | 
						|
	LinkData *link;
 | 
						|
 | 
						|
	/* Caller must re-use materials. */
 | 
						|
	BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
 | 
						|
 | 
						|
	/* allocate material */
 | 
						|
	mat = GPU_material_construct_begin(NULL); /* TODO remove GPU_material_construct_begin */
 | 
						|
	mat->scene = scene;
 | 
						|
	mat->engine_type = engine_type;
 | 
						|
	mat->options = options;
 | 
						|
 | 
						|
	ntreeGPUMaterialNodes(ntree, mat, NODE_NEWER_SHADING);
 | 
						|
 | 
						|
	/* Let Draw manager finish the construction. */
 | 
						|
	if (mat->outlink) {
 | 
						|
		outlink = mat->outlink;
 | 
						|
		mat->pass = GPU_generate_pass_new(
 | 
						|
		        mat, &mat->nodes, outlink, &mat->attribs, vert_code, geom_code, frag_lib, defines);
 | 
						|
	}
 | 
						|
 | 
						|
	/* note that even if building the shader fails in some way, we still keep
 | 
						|
	 * it to avoid trying to compile again and again, and simple do not use
 | 
						|
	 * the actual shader on drawing */
 | 
						|
 | 
						|
	link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
 | 
						|
	link->data = mat;
 | 
						|
	BLI_addtail(gpumaterials, link);
 | 
						|
 | 
						|
	return mat;
 | 
						|
}
 | 
						|
 | 
						|
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv)
 | 
						|
{
 | 
						|
	GPUMaterial *mat;
 | 
						|
	GPUNodeLink *outlink;
 | 
						|
	LinkData *link;
 | 
						|
 | 
						|
	for (link = ma->gpumaterial.first; link; link = link->next) {
 | 
						|
		GPUMaterial *current_material = (GPUMaterial *)link->data;
 | 
						|
		if (current_material->scene == scene &&
 | 
						|
		    current_material->is_opensubdiv == use_opensubdiv)
 | 
						|
		{
 | 
						|
			return current_material;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* allocate material */
 | 
						|
	mat = GPU_material_construct_begin(ma);
 | 
						|
	mat->scene = scene;
 | 
						|
	mat->type = GPU_MATERIAL_TYPE_MESH;
 | 
						|
	mat->is_opensubdiv = use_opensubdiv;
 | 
						|
 | 
						|
	/* render pipeline option */
 | 
						|
	bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
 | 
						|
	if (!new_shading_nodes && (ma->mode & MA_TRANSP))
 | 
						|
		GPU_material_enable_alpha(mat);
 | 
						|
	else if (new_shading_nodes && ma->alpha < 1.0f)
 | 
						|
		GPU_material_enable_alpha(mat);
 | 
						|
 | 
						|
	if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) {
 | 
						|
		/* create nodes */
 | 
						|
		if (new_shading_nodes)
 | 
						|
			ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_NEW_SHADING);
 | 
						|
		else
 | 
						|
			ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_OLD_SHADING);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (new_shading_nodes) {
 | 
						|
			/* create simple diffuse material instead of nodes */
 | 
						|
			outlink = gpu_material_diffuse_bsdf(mat, ma);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* create blender material */
 | 
						|
			outlink = GPU_blender_material(mat, ma);
 | 
						|
		}
 | 
						|
 | 
						|
		GPU_material_output_link(mat, outlink);
 | 
						|
	}
 | 
						|
 | 
						|
	if (GPU_material_do_color_management(mat))
 | 
						|
		if (mat->outlink)
 | 
						|
			GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
 | 
						|
 | 
						|
	gpu_material_construct_end(mat, ma->id.name);
 | 
						|
 | 
						|
	/* note that even if building the shader fails in some way, we still keep
 | 
						|
	 * it to avoid trying to compile again and again, and simple do not use
 | 
						|
	 * the actual shader on drawing */
 | 
						|
 | 
						|
	link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
 | 
						|
	link->data = mat;
 | 
						|
	BLI_addtail(&ma->gpumaterial, link);
 | 
						|
 | 
						|
	return mat;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_materials_free(void)
 | 
						|
{
 | 
						|
	Object *ob;
 | 
						|
	Material *ma;
 | 
						|
	World *wo;
 | 
						|
	extern Material defmaterial;
 | 
						|
 | 
						|
	for (ma = G.main->mat.first; ma; ma = ma->id.next)
 | 
						|
		GPU_material_free(&ma->gpumaterial);
 | 
						|
 | 
						|
	for (wo = G.main->world.first; wo; wo = wo->id.next)
 | 
						|
		GPU_material_free(&wo->gpumaterial);
 | 
						|
	
 | 
						|
	GPU_material_free(&defmaterial.gpumaterial);
 | 
						|
 | 
						|
	for (ob = G.main->object.first; ob; ob = ob->id.next)
 | 
						|
		GPU_lamp_free(ob);
 | 
						|
}
 | 
						|
 | 
						|
/* Lamps and shadow buffers */
 | 
						|
 | 
						|
GPUNodeLink *GPU_lamp_get_data(
 | 
						|
        GPUMaterial *mat, GPULamp *lamp,
 | 
						|
        GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy)
 | 
						|
{
 | 
						|
	GPUNodeLink *visifac;
 | 
						|
 | 
						|
	*r_col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
 | 
						|
	*r_energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob);
 | 
						|
	visifac = lamp_get_visibility(mat, lamp, r_lv, r_dist);
 | 
						|
 | 
						|
	shade_light_textures(mat, lamp, r_col);
 | 
						|
 | 
						|
	if (GPU_lamp_has_shadow_buffer(lamp)) {
 | 
						|
		GPUNodeLink *vn, *inp;
 | 
						|
 | 
						|
		GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &vn);
 | 
						|
		GPU_link(mat, "shade_inp", vn, *r_lv, &inp);
 | 
						|
		mat->dynproperty |= DYN_LAMP_PERSMAT;
 | 
						|
 | 
						|
		if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
 | 
						|
			GPU_link(mat, "shadows_only_vsm",
 | 
						|
			         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
			         GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
 | 
						|
			         GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
 | 
						|
			         GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias),
 | 
						|
			         GPU_uniform(lamp->shadow_color), inp, r_shadow);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			GPU_link(mat, "shadows_only",
 | 
						|
			         GPU_builtin(GPU_VIEW_POSITION),
 | 
						|
			         GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
 | 
						|
			         GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
 | 
						|
			         GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, r_shadow);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GPU_link(mat, "set_rgb_one", r_shadow);
 | 
						|
	}
 | 
						|
 | 
						|
	/* ensure shadow buffer and lamp textures will be updated */
 | 
						|
	add_user_list(&mat->lamps, lamp);
 | 
						|
 | 
						|
	return visifac;
 | 
						|
}
 | 
						|
 | 
						|
/* export the GLSL shader */
 | 
						|
 | 
						|
GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
 | 
						|
{
 | 
						|
	static struct {
 | 
						|
		GPUBuiltin gputype;
 | 
						|
		GPUDynamicType dynamictype;
 | 
						|
		GPUDataType datatype;
 | 
						|
	} builtins[] = {
 | 
						|
		{ GPU_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWMAT, GPU_DATA_16F },
 | 
						|
		{ 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 }
 | 
						|
	};
 | 
						|
 | 
						|
	GPUShaderExport *shader = NULL;
 | 
						|
	GPUInput *input;
 | 
						|
	int liblen, fraglen;
 | 
						|
 | 
						|
	/* TODO(sergey): How to determine whether we need OSD or not here? */
 | 
						|
	GPUMaterial *mat = GPU_material_from_blender(scene, ma, false);
 | 
						|
	GPUPass *pass = (mat) ? mat->pass : NULL;
 | 
						|
 | 
						|
	if (pass && pass->fragmentcode && pass->vertexcode) {
 | 
						|
		shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport");
 | 
						|
 | 
						|
		for (input = pass->inputs.first; input; input = input->next) {
 | 
						|
			GPUInputUniform *uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform");
 | 
						|
 | 
						|
			if (input->ima) {
 | 
						|
				/* image sampler uniform */
 | 
						|
				uniform->type = GPU_DYNAMIC_SAMPLER_2DIMAGE;
 | 
						|
				uniform->datatype = GPU_DATA_1I;
 | 
						|
				uniform->image = input->ima;
 | 
						|
				uniform->texnumber = input->texid;
 | 
						|
				BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
 | 
						|
			}
 | 
						|
			else if (input->tex) {
 | 
						|
				/* generated buffer */
 | 
						|
				uniform->texnumber = input->texid;
 | 
						|
				uniform->datatype = GPU_DATA_1I;
 | 
						|
				BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
 | 
						|
 | 
						|
				switch (input->textype) {
 | 
						|
					case GPU_SHADOW2D:
 | 
						|
						uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW;
 | 
						|
						uniform->lamp = input->dynamicdata;
 | 
						|
						break;
 | 
						|
					case GPU_TEX2D:
 | 
						|
						if (GPU_texture_opengl_bindcode(input->tex)) {
 | 
						|
							uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER;
 | 
						|
							glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
 | 
						|
							uniform->texsize = GPU_texture_width(input->tex) * GPU_texture_height(input->tex);
 | 
						|
							uniform->texpixels = MEM_mallocN(uniform->texsize * 4, "RGBApixels");
 | 
						|
							glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels);
 | 
						|
							glBindTexture(GL_TEXTURE_2D, 0);
 | 
						|
						}
 | 
						|
						break;
 | 
						|
 | 
						|
					case GPU_NONE:
 | 
						|
					case GPU_TEXCUBE:
 | 
						|
					case GPU_FLOAT:
 | 
						|
					case GPU_VEC2:
 | 
						|
					case GPU_VEC3:
 | 
						|
					case GPU_VEC4:
 | 
						|
					case GPU_MAT3:
 | 
						|
					case GPU_MAT4:
 | 
						|
					case GPU_CLOSURE:
 | 
						|
					case GPU_ATTRIB:
 | 
						|
						break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				uniform->type = input->dynamictype;
 | 
						|
				BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
 | 
						|
				switch (input->type) {
 | 
						|
					case GPU_FLOAT:
 | 
						|
						uniform->datatype = GPU_DATA_1F;
 | 
						|
						break;
 | 
						|
					case GPU_VEC2:
 | 
						|
						uniform->datatype = GPU_DATA_2F;
 | 
						|
						break;
 | 
						|
					case GPU_VEC3:
 | 
						|
						uniform->datatype = GPU_DATA_3F;
 | 
						|
						break;
 | 
						|
					case GPU_VEC4:
 | 
						|
						uniform->datatype = GPU_DATA_4F;
 | 
						|
						break;
 | 
						|
					case GPU_MAT3:
 | 
						|
						uniform->datatype = GPU_DATA_9F;
 | 
						|
						break;
 | 
						|
					case GPU_MAT4:
 | 
						|
						uniform->datatype = GPU_DATA_16F;
 | 
						|
						break;
 | 
						|
 | 
						|
					case GPU_NONE:
 | 
						|
					case GPU_CLOSURE:
 | 
						|
					case GPU_TEX2D:
 | 
						|
					case GPU_TEXCUBE:
 | 
						|
					case GPU_SHADOW2D:
 | 
						|
					case GPU_ATTRIB:
 | 
						|
						break;
 | 
						|
				}
 | 
						|
 | 
						|
				if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_LAMP)
 | 
						|
					uniform->lamp = input->dynamicdata;
 | 
						|
 | 
						|
				if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_MAT)
 | 
						|
					uniform->material = input->dynamicdata;
 | 
						|
			}
 | 
						|
 | 
						|
			if (uniform->type != GPU_DYNAMIC_NONE)
 | 
						|
				BLI_addtail(&shader->uniforms, uniform);
 | 
						|
			else
 | 
						|
				MEM_freeN(uniform);
 | 
						|
		}
 | 
						|
 | 
						|
		/* process builtin uniform */
 | 
						|
		for (int i = 0; builtins[i].gputype; i++) {
 | 
						|
			if (mat->builtins & builtins[i].gputype) {
 | 
						|
				GPUInputUniform *uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform");
 | 
						|
				uniform->type = builtins[i].dynamictype;
 | 
						|
				uniform->datatype = builtins[i].datatype;
 | 
						|
				BLI_strncpy(uniform->varname, GPU_builtin_name(builtins[i].gputype), sizeof(uniform->varname));
 | 
						|
				BLI_addtail(&shader->uniforms, uniform);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* now link fragment shader with library shader */
 | 
						|
		/* TBD: remove the function that are not used in the main function */
 | 
						|
		liblen = (pass->libcode) ? strlen(pass->libcode) : 0;
 | 
						|
		fraglen = strlen(pass->fragmentcode);
 | 
						|
		shader->fragment = (char *)MEM_mallocN(liblen + fraglen + 1, "GPUFragShader");
 | 
						|
		if (pass->libcode)
 | 
						|
			memcpy(shader->fragment, pass->libcode, liblen);
 | 
						|
		memcpy(&shader->fragment[liblen], pass->fragmentcode, fraglen);
 | 
						|
		shader->fragment[liblen + fraglen] = 0;
 | 
						|
 | 
						|
		// export the attribute
 | 
						|
		for (int i = 0; i < mat->attribs.totlayer; i++) {
 | 
						|
			GPUInputAttribute *attribute = MEM_callocN(sizeof(GPUInputAttribute), "GPUInputAttribute");
 | 
						|
			attribute->type = mat->attribs.layer[i].type;
 | 
						|
			attribute->number = mat->attribs.layer[i].glindex;
 | 
						|
			BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid);
 | 
						|
 | 
						|
			switch (attribute->type) {
 | 
						|
				case CD_TANGENT:
 | 
						|
					attribute->datatype = GPU_DATA_4F;
 | 
						|
					break;
 | 
						|
				case CD_MTFACE:
 | 
						|
					attribute->datatype = GPU_DATA_2F;
 | 
						|
					attribute->name = mat->attribs.layer[i].name;
 | 
						|
					break;
 | 
						|
				case CD_MCOL:
 | 
						|
					attribute->datatype = GPU_DATA_4UB;
 | 
						|
					attribute->name = mat->attribs.layer[i].name;
 | 
						|
					break;
 | 
						|
				case CD_ORCO:
 | 
						|
					attribute->datatype = GPU_DATA_3F;
 | 
						|
					break;
 | 
						|
			}
 | 
						|
 | 
						|
			if (attribute->datatype != GPU_DATA_NONE)
 | 
						|
				BLI_addtail(&shader->attributes, attribute);
 | 
						|
			else
 | 
						|
				MEM_freeN(attribute);
 | 
						|
		}
 | 
						|
 | 
						|
		/* export the vertex shader */
 | 
						|
		shader->vertex = BLI_strdup(pass->vertexcode);
 | 
						|
	}
 | 
						|
 | 
						|
	return shader;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_free_shader_export(GPUShaderExport *shader)
 | 
						|
{
 | 
						|
	if (shader == NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	for (GPUInputUniform *uniform = shader->uniforms.first; uniform; uniform = uniform->next)
 | 
						|
		if (uniform->texpixels)
 | 
						|
			MEM_freeN(uniform->texpixels);
 | 
						|
 | 
						|
	BLI_freelistN(&shader->uniforms);
 | 
						|
	BLI_freelistN(&shader->attributes);
 | 
						|
 | 
						|
	if (shader->vertex)
 | 
						|
		MEM_freeN(shader->vertex);
 | 
						|
	if (shader->fragment)
 | 
						|
		MEM_freeN(shader->fragment);
 | 
						|
 | 
						|
	MEM_freeN(shader);
 | 
						|
}
 | 
						|
 | 
						|
#ifdef WITH_OPENSUBDIV
 | 
						|
void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
 | 
						|
                                     DerivedMesh *dm)
 | 
						|
{
 | 
						|
	GPUPass *pass = gpu_material->pass;
 | 
						|
	GPUShader *shader = (pass != NULL ? pass->shader : NULL);
 | 
						|
	ListBase *inputs = (pass != NULL ? &pass->inputs : NULL);
 | 
						|
	GPUInput *input;
 | 
						|
 | 
						|
	if (shader == NULL) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_shader_bind(shader);
 | 
						|
 | 
						|
	for (input = inputs->first;
 | 
						|
	     input != NULL;
 | 
						|
	     input = input->next)
 | 
						|
	{
 | 
						|
		if (input->source == GPU_SOURCE_ATTRIB &&
 | 
						|
		    input->attribtype == CD_MTFACE)
 | 
						|
		{
 | 
						|
			char name[64];
 | 
						|
			/* TODO(sergey): This will work for until names are
 | 
						|
			 * consistent, we'll need to solve this somehow in the future.
 | 
						|
			 */
 | 
						|
			int layer_index;
 | 
						|
			int location;
 | 
						|
 | 
						|
			if (input->attribname[0] != '\0') {
 | 
						|
				layer_index = CustomData_get_named_layer(&dm->loopData,
 | 
						|
				                                         CD_MLOOPUV,
 | 
						|
				                                         input->attribname);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				layer_index = CustomData_get_active_layer(&dm->loopData,
 | 
						|
				                                          CD_MLOOPUV);
 | 
						|
			}
 | 
						|
 | 
						|
			BLI_snprintf(name, sizeof(name),
 | 
						|
			             "fvar%d_offset",
 | 
						|
			             input->attribid);
 | 
						|
			location = GPU_shader_get_uniform(shader, name);
 | 
						|
			GPU_shader_uniform_int(shader, location, layer_index);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_shader_unbind();
 | 
						|
}
 | 
						|
#endif
 |