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blender-archive/source/blender/gpu/intern/gpu_material.c
Alexander Romanov 0da13ad1eb World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:42:29 +03:00

2861 lines
88 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_material.c
* \ingroup gpu
*
* Manages materials, lights and textures.
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_anim.h"
#include "BKE_colortools.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "BKE_group.h"
#include "IMB_imbuf_types.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_codegen.h"
#include <string.h>
/* Structs */
typedef enum DynMatProperty {
DYN_LAMP_CO = 1,
DYN_LAMP_VEC = 2,
DYN_LAMP_IMAT = 4,
DYN_LAMP_PERSMAT = 8,
} DynMatProperty;
static struct GPUWorld {
float mistenabled;
float mistype;
float miststart;
float mistdistance;
float mistintensity;
float mistcol[4];
float horicol[3];
float ambcol[4];
} GPUWorld;
struct GPUMaterial {
Scene *scene;
Material *ma;
/* material for mesh surface, worlds or something else.
* some code generation is done differently depending on the use case */
int type;
/* for creating the material */
ListBase nodes;
GPUNodeLink *outlink;
/* for binding the material */
GPUPass *pass;
GPUVertexAttribs attribs;
int builtins;
int alpha, obcolalpha;
int dynproperty;
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
int localtoviewmatloc, invlocaltoviewmatloc;
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
int partscalarpropsloc;
int partcoloc;
int partvel;
int partangvel;
ListBase lamps;
bool bound;
bool is_opensubdiv;
};
struct GPULamp {
Scene *scene;
Object *ob;
Object *par;
Lamp *la;
int type, mode, lay, hide;
float dynenergy, dyncol[3];
float energy, col[3];
float co[3], vec[3];
float dynco[3], dynvec[3];
float obmat[4][4];
float imat[4][4];
float dynimat[4][4];
float spotsi, spotbl, k;
float spotvec[2];
float dyndist, dynatt1, dynatt2;
float dist, att1, att2;
float coeff_const, coeff_lin, coeff_quad;
float shadow_color[3];
float bias, d, clipend;
int size;
int falloff_type;
struct CurveMapping *curfalloff;
float winmat[4][4];
float viewmat[4][4];
float persmat[4][4];
float dynpersmat[4][4];
GPUFrameBuffer *fb;
GPUFrameBuffer *blurfb;
GPUTexture *tex;
GPUTexture *depthtex;
GPUTexture *blurtex;
ListBase materials;
};
/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */
static void texture_rgb_blend(
GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
int blendtype, GPUNodeLink **in);
/* Functions */
static GPUMaterial *GPU_material_construct_begin(Material *ma)
{
GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
material->ma = ma;
return material;
}
static void gpu_material_set_attrib_id(GPUMaterial *material)
{
GPUVertexAttribs *attribs = &material->attribs;
GPUPass *pass = material->pass;
if (!pass) {
attribs->totlayer = 0;
return;
}
GPUShader *shader = GPU_pass_shader(pass);
if (!shader) {
attribs->totlayer = 0;
return;
}
/* convert from attribute number to the actual id assigned by opengl,
* in case the attrib does not get a valid index back, it was probably
* removed by the glsl compiler by dead code elimination */
int b = 0;
for (int a = 0; a < attribs->totlayer; a++) {
char name[32];
BLI_snprintf(name, sizeof(name), "att%d", attribs->layer[a].attribid);
attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
BLI_snprintf(name, sizeof(name), "att%d_info", attribs->layer[a].attribid);
attribs->layer[a].glinfoindoex = GPU_shader_get_uniform(shader, name);
if (attribs->layer[a].glindex >= 0) {
attribs->layer[b] = attribs->layer[a];
b++;
}
}
attribs->totlayer = b;
}
static int GPU_material_construct_end(GPUMaterial *material, const char *passname)
{
if (material->outlink) {
GPUNodeLink *outlink = material->outlink;
material->pass = GPU_generate_pass(&material->nodes, outlink,
&material->attribs, &material->builtins, material->type,
passname,
material->is_opensubdiv,
GPU_material_use_new_shading_nodes(material));
if (!material->pass)
return 0;
gpu_material_set_attrib_id(material);
GPUShader *shader = GPU_pass_shader(material->pass);
if (material->builtins & GPU_VIEW_MATRIX)
material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX));
if (material->builtins & GPU_INVERSE_VIEW_MATRIX)
material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX));
if (material->builtins & GPU_OBJECT_MATRIX)
material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX));
if (material->builtins & GPU_INVERSE_OBJECT_MATRIX)
material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
if (material->builtins & GPU_LOC_TO_VIEW_MATRIX)
material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX)
material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_OBCOLOR)
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
if (material->builtins & GPU_AUTO_BUMPSCALE)
material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
if (material->builtins & GPU_PARTICLE_SCALAR_PROPS)
material->partscalarpropsloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_SCALAR_PROPS));
if (material->builtins & GPU_PARTICLE_LOCATION)
material->partcoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_LOCATION));
if (material->builtins & GPU_PARTICLE_VELOCITY)
material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY));
if (material->builtins & GPU_PARTICLE_ANG_VELOCITY)
material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY));
return 1;
}
return 0;
}
void GPU_material_free(ListBase *gpumaterial)
{
for (LinkData *link = gpumaterial->first; link; link = link->next) {
GPUMaterial *material = link->data;
if (material->pass)
GPU_pass_free(material->pass);
for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
GPULamp *lamp = nlink->data;
if (material->ma) {
Material *ma = material->ma;
LinkData *next = NULL;
for (LinkData *mlink = lamp->materials.first; mlink; mlink = next) {
next = mlink->next;
if (mlink->data == ma)
BLI_freelinkN(&lamp->materials, mlink);
}
}
}
BLI_freelistN(&material->lamps);
MEM_freeN(material);
}
BLI_freelistN(gpumaterial);
}
bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
{
if (srl && srl->light_override)
return BKE_group_object_exists(srl->light_override, lamp->ob);
else if (ma && ma->group)
return BKE_group_object_exists(ma->group, lamp->ob);
else
return true;
}
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
if (srl)
viewlay &= srl->lay;
/* handle layer lamps */
if (material->type == GPU_MATERIAL_TYPE_MESH) {
for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
GPULamp *lamp = nlink->data;
if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
GPU_lamp_override_visible(lamp, srl, material->ma))
{
lamp->dynenergy = lamp->energy;
copy_v3_v3(lamp->dyncol, lamp->col);
}
else {
lamp->dynenergy = 0.0f;
lamp->dyncol[0] = lamp->dyncol[1] = lamp->dyncol[2] = 0.0f;
}
if (material->dynproperty & DYN_LAMP_VEC) {
copy_v3_v3(lamp->dynvec, lamp->vec);
normalize_v3(lamp->dynvec);
negate_v3(lamp->dynvec);
mul_mat3_m4_v3(viewmat, lamp->dynvec);
}
if (material->dynproperty & DYN_LAMP_CO) {
copy_v3_v3(lamp->dynco, lamp->co);
mul_m4_v3(viewmat, lamp->dynco);
}
if (material->dynproperty & DYN_LAMP_IMAT) {
mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv);
}
if (material->dynproperty & DYN_LAMP_PERSMAT) {
/* The lamp matrices are already updated if we're using shadow buffers */
if (!GPU_lamp_has_shadow_buffer(lamp)) {
GPU_lamp_update_buffer_mats(lamp);
}
mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
}
}
}
/* note material must be bound before setting uniforms */
GPU_pass_bind(material->pass, time, mipmap);
/* handle per material built-ins */
if (material->builtins & GPU_VIEW_MATRIX) {
GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float *)viewmat);
}
if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
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};
GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)borders);
}
}
GPU_pass_update_uniforms(material->pass);
material->bound = 1;
}
}
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi)
{
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);
}
}
}
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;
}
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_SPOTSIZE, 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->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);
add_user_list(&lamp->materials, shi->gpumat->ma);
return;
}
}
}
else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, shi->gpumat->ma);
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);
add_user_list(&lamp->materials, shi->gpumat->ma);
}
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_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);
}
/* 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_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 */
static void gpu_lamp_calc_winmat(GPULamp *lamp)
{
float temp, angle, pixsize, wsize;
if (lamp->type == LA_SUN) {
wsize = lamp->la->shadow_frustum_size;
orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
else if (lamp->type == LA_SPOT) {
angle = saacos(lamp->spotsi);
temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
pixsize = lamp->d / temp;
wsize = pixsize * 0.5f * lamp->size;
/* compute shadows according to X and Y scaling factors */
perspective_m4(
lamp->winmat,
-wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
-wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
lamp->d, lamp->clipend);
}
}
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
{
float mat[4][4];
float obmat_scale[3];
lamp->lay = lay;
lamp->hide = hide;
normalize_m4_m4_ex(mat, obmat, obmat_scale);
copy_v3_v3(lamp->vec, mat[2]);
copy_v3_v3(lamp->co, mat[3]);
copy_m4_m4(lamp->obmat, mat);
invert_m4_m4(lamp->imat, mat);
if (lamp->type == LA_SPOT) {
/* update spotlamp scale on X and Y axis */
lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
}
if (GPU_lamp_has_shadow_buffer(lamp)) {
/* makeshadowbuf */
gpu_lamp_calc_winmat(lamp);
}
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
{
lamp->energy = energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = r;
lamp->col[1] = g;
lamp->col[2] = b;
}
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
float coeff_const, float coeff_lin, float coeff_quad)
{
lamp->dist = distance;
lamp->att1 = att1;
lamp->att2 = att2;
lamp->coeff_const = coeff_const;
lamp->coeff_lin = coeff_lin;
lamp->coeff_quad = coeff_quad;
}
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
{
lamp->spotsi = cosf(spotsize * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
}
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
{
lamp->scene = scene;
lamp->ob = ob;
lamp->par = par;
lamp->la = la;
/* add_render_lamp */
lamp->mode = la->mode;
lamp->type = la->type;
lamp->energy = la->energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = la->r;
lamp->col[1] = la->g;
lamp->col[2] = la->b;
GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
lamp->spotsi = la->spotsize;
if (lamp->mode & LA_HALO)
if (lamp->spotsi > DEG2RADF(170.0f))
lamp->spotsi = DEG2RADF(170.0f);
lamp->spotsi = cosf(lamp->spotsi * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
lamp->k = la->k;
lamp->dist = la->dist;
lamp->falloff_type = la->falloff_type;
lamp->att1 = la->att1;
lamp->att2 = la->att2;
lamp->coeff_const = la->coeff_const;
lamp->coeff_lin = la->coeff_lin;
lamp->coeff_quad = la->coeff_quad;
lamp->curfalloff = la->curfalloff;
/* initshadowbuf */
lamp->bias = 0.02f * la->bias;
lamp->size = la->bufsize;
lamp->d = la->clipsta;
lamp->clipend = la->clipend;
/* arbitrary correction for the fact we do no soft transition */
lamp->bias *= 0.25f;
}
static void gpu_lamp_shadow_free(GPULamp *lamp)
{
if (lamp->tex) {
GPU_texture_free(lamp->tex);
lamp->tex = NULL;
}
if (lamp->depthtex) {
GPU_texture_free(lamp->depthtex);
lamp->depthtex = NULL;
}
if (lamp->fb) {
GPU_framebuffer_free(lamp->fb);
lamp->fb = NULL;
}
if (lamp->blurtex) {
GPU_texture_free(lamp->blurtex);
lamp->blurtex = NULL;
}
if (lamp->blurfb) {
GPU_framebuffer_free(lamp->blurfb);
lamp->blurfb = NULL;
}
}
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
{
Lamp *la;
GPULamp *lamp;
LinkData *link;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = (GPULamp *)link->data;
if (lamp->par == par && lamp->scene == scene)
return link->data;
}
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
link = MEM_callocN(sizeof(LinkData), "GPULampLink");
link->data = lamp;
BLI_addtail(&ob->gpulamp, link);
la = ob->data;
gpu_lamp_from_blender(scene, ob, par, la, lamp);
if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
(la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
{
/* opengl */
lamp->fb = GPU_framebuffer_create();
if (!lamp->fb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
/* Shadow depth map */
lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->depthtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* Shadow color map */
lamp->tex = GPU_texture_create_vsm_shadow_map(lamp->size, NULL);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* FBO and texture for blurring */
lamp->blurfb = GPU_framebuffer_create();
if (!lamp->blurfb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
lamp->blurtex = GPU_texture_create_vsm_shadow_map(lamp->size * 0.5, NULL);
if (!lamp->blurtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* we need to properly bind to test for completeness */
GPU_texture_bind_as_framebuffer(lamp->blurtex);
if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
}
else {
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
}
GPU_framebuffer_restore();
lamp->shadow_color[0] = la->shdwr;
lamp->shadow_color[1] = la->shdwg;
lamp->shadow_color[2] = la->shdwb;
}
else {
lamp->shadow_color[0] = 1.0;
lamp->shadow_color[1] = 1.0;
lamp->shadow_color[2] = 1.0;
}
return lamp;
}
void GPU_lamp_free(Object *ob)
{
GPULamp *lamp;
LinkData *link;
LinkData *nlink;
Material *ma;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = link->data;
while (lamp->materials.first) {
nlink = lamp->materials.first;
ma = nlink->data;
BLI_freelinkN(&lamp->materials, nlink);
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
}
gpu_lamp_shadow_free(lamp);
MEM_freeN(lamp);
}
BLI_freelistN(&ob->gpulamp);
}
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
{
return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
!(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
lamp->tex && lamp->fb);
}
void GPU_lamp_update_buffer_mats(GPULamp *lamp)
{
float rangemat[4][4], persmat[4][4];
/* initshadowbuf */
invert_m4_m4(lamp->viewmat, lamp->obmat);
normalize_v3(lamp->viewmat[0]);
normalize_v3(lamp->viewmat[1]);
normalize_v3(lamp->viewmat[2]);
/* makeshadowbuf */
mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
/* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
unit_m4(rangemat);
rangemat[0][0] = 0.5f;
rangemat[1][1] = 0.5f;
rangemat[2][2] = 0.5f;
rangemat[3][0] = 0.5f;
rangemat[3][1] = 0.5f;
rangemat[3][2] = 0.5f;
mul_m4_m4m4(lamp->persmat, rangemat, persmat);
}
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
{
GPU_lamp_update_buffer_mats(lamp);
/* opengl */
glDisable(GL_SCISSOR_TEST);
GPU_texture_bind_as_framebuffer(lamp->tex);
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
/* set matrices */
copy_m4_m4(viewmat, lamp->viewmat);
copy_m4_m4(winmat, lamp->winmat);
*winsize = lamp->size;
}
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_shader_unbind();
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}
GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
{
return lamp->la->shadowmap_type;
}
int GPU_lamp_shadow_bind_code(GPULamp *lamp)
{
return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
}
float *GPU_lamp_dynpersmat(GPULamp *lamp)
{
return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL;
}
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
return lamp->lay;
else
return -1;
}
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);
add_user_list(&lamp->materials, mat->ma);
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_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_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);
/* Multiply by 2 because we're offseting U and V variables. */
GPU_shader_uniform_int(shader, location, layer_index * 2);
}
}
GPU_shader_unbind();
}
#endif