A bit tricky, need to pass additional information about what the attribute is and how to deal with it. BI path stays unchanged, just to make things simplier for now. Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
1732 lines
43 KiB
C
1732 lines
43 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_codegen.c
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* \ingroup gpu
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*
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* Convert material node-trees to GLSL.
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*/
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#include "MEM_guardedalloc.h"
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#include "DNA_customdata_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLI_dynstr.h"
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#include "BLI_ghash.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.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 "BLI_sys_types.h" /* for intptr_t support */
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#include "gpu_codegen.h"
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#include <string.h>
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#include <stdarg.h>
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extern char datatoc_gpu_shader_material_glsl[];
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extern char datatoc_gpu_shader_vertex_glsl[];
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extern char datatoc_gpu_shader_vertex_world_glsl[];
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extern char datatoc_gpu_shader_geometry_glsl[];
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static char *glsl_material_library = NULL;
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/* type definitions and constants */
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enum {
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MAX_FUNCTION_NAME = 64
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};
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enum {
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MAX_PARAMETER = 32
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};
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typedef enum {
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FUNCTION_QUAL_IN,
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FUNCTION_QUAL_OUT,
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FUNCTION_QUAL_INOUT
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} GPUFunctionQual;
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typedef struct GPUFunction {
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char name[MAX_FUNCTION_NAME];
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GPUType paramtype[MAX_PARAMETER];
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GPUFunctionQual paramqual[MAX_PARAMETER];
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int totparam;
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} GPUFunction;
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/* Indices match the GPUType enum */
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static const char *GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
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NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
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/* GLSL code parsing for finding function definitions.
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* These are stored in a hash for lookup when creating a material. */
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static GHash *FUNCTION_HASH = NULL;
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#if 0
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static char *FUNCTION_PROTOTYPES = NULL;
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static GPUShader *FUNCTION_LIB = NULL;
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#endif
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static int gpu_str_prefix(const char *str, const char *prefix)
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{
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while (*str && *prefix) {
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if (*str != *prefix)
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return 0;
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str++;
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prefix++;
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}
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return (*prefix == '\0');
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}
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static char *gpu_str_skip_token(char *str, char *token, int max)
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{
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int len = 0;
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/* skip a variable/function name */
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while (*str) {
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if (ELEM(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
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break;
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else {
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if (token && len < max - 1) {
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*token = *str;
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token++;
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len++;
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}
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str++;
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}
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}
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if (token)
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*token = '\0';
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/* skip the next special characters:
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* note the missing ')' */
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while (*str) {
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if (ELEM(*str, ' ', '(', ',', '\t', '\n', '\r'))
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str++;
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else
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break;
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}
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return str;
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}
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static void gpu_parse_functions_string(GHash *hash, char *code)
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{
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GPUFunction *function;
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GPUType type;
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GPUFunctionQual qual;
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int i;
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while ((code = strstr(code, "void "))) {
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function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
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code = gpu_str_skip_token(code, NULL, 0);
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code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
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/* get parameters */
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while (*code && *code != ')') {
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/* test if it's an input or output */
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qual = FUNCTION_QUAL_IN;
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if (gpu_str_prefix(code, "out "))
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qual = FUNCTION_QUAL_OUT;
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if (gpu_str_prefix(code, "inout "))
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qual = FUNCTION_QUAL_INOUT;
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if ((qual != FUNCTION_QUAL_IN) || gpu_str_prefix(code, "in "))
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code = gpu_str_skip_token(code, NULL, 0);
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/* test for type */
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type = GPU_NONE;
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for (i = 1; i <= 16; i++) {
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if (GPU_DATATYPE_STR[i] && gpu_str_prefix(code, GPU_DATATYPE_STR[i])) {
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type = i;
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break;
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}
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}
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if (!type && gpu_str_prefix(code, "samplerCube")) {
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type = GPU_TEXCUBE;
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}
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if (!type && gpu_str_prefix(code, "sampler2DShadow")) {
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type = GPU_SHADOW2D;
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}
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if (!type && gpu_str_prefix(code, "sampler2D")) {
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type = GPU_TEX2D;
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}
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if (type) {
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/* add parameter */
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code = gpu_str_skip_token(code, NULL, 0);
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code = gpu_str_skip_token(code, NULL, 0);
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function->paramqual[function->totparam] = qual;
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function->paramtype[function->totparam] = type;
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function->totparam++;
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}
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else {
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fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name);
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break;
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}
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}
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if (function->name[0] == '\0' || function->totparam == 0) {
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fprintf(stderr, "GPU functions parse error.\n");
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MEM_freeN(function);
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break;
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}
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BLI_ghash_insert(hash, function->name, function);
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}
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}
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#if 0
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static char *gpu_generate_function_prototyps(GHash *hash)
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{
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DynStr *ds = BLI_dynstr_new();
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GHashIterator *ghi;
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GPUFunction *function;
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char *name, *prototypes;
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int a;
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/* automatically generate function prototypes to add to the top of the
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* generated code, to avoid have to add the actual code & recompile all */
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ghi = BLI_ghashIterator_new(hash);
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for (; !BLI_ghashIterator_done(ghi); BLI_ghashIterator_step(ghi)) {
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name = BLI_ghashIterator_getValue(ghi);
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function = BLI_ghashIterator_getValue(ghi);
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BLI_dynstr_appendf(ds, "void %s(", name);
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for (a = 0; a < function->totparam; a++) {
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if (function->paramqual[a] == FUNCTION_QUAL_OUT)
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BLI_dynstr_append(ds, "out ");
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else if (function->paramqual[a] == FUNCTION_QUAL_INOUT)
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BLI_dynstr_append(ds, "inout ");
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if (function->paramtype[a] == GPU_TEX2D)
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BLI_dynstr_append(ds, "sampler2D");
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else if (function->paramtype[a] == GPU_SHADOW2D)
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BLI_dynstr_append(ds, "sampler2DShadow");
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else
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BLI_dynstr_append(ds, GPU_DATATYPE_STR[function->paramtype[a]]);
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# if 0
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BLI_dynstr_appendf(ds, " param%d", a);
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# endif
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if (a != function->totparam - 1)
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BLI_dynstr_append(ds, ", ");
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}
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BLI_dynstr_append(ds, ");\n");
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}
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BLI_dynstr_append(ds, "\n");
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prototypes = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return prototypes;
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}
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#endif
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static GPUFunction *gpu_lookup_function(const char *name)
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{
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if (!FUNCTION_HASH) {
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FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
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gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
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}
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return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
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}
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void gpu_codegen_init(void)
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{
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GPU_code_generate_glsl_lib();
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}
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void gpu_codegen_exit(void)
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{
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extern Material defmaterial; /* render module abuse... */
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if (defmaterial.gpumaterial.first)
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GPU_material_free(&defmaterial.gpumaterial);
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if (FUNCTION_HASH) {
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BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN);
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FUNCTION_HASH = NULL;
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}
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GPU_shader_free_builtin_shaders();
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if (glsl_material_library) {
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MEM_freeN(glsl_material_library);
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glsl_material_library = NULL;
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}
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#if 0
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if (FUNCTION_PROTOTYPES) {
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MEM_freeN(FUNCTION_PROTOTYPES);
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FUNCTION_PROTOTYPES = NULL;
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}
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if (FUNCTION_LIB) {
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GPU_shader_free(FUNCTION_LIB);
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FUNCTION_LIB = NULL;
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}
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#endif
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}
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/* GLSL code generation */
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static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *tmp, int id)
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{
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char name[1024];
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BLI_snprintf(name, sizeof(name), "%s%d", tmp, id);
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if (from == to) {
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BLI_dynstr_append(ds, name);
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}
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else if (to == GPU_FLOAT) {
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if (from == GPU_VEC4)
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BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
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else if (from == GPU_VEC3)
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BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
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else if (from == GPU_VEC2)
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BLI_dynstr_appendf(ds, "%s.r", name);
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}
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else if (to == GPU_VEC2) {
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if (from == GPU_VEC4)
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BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, %s.a)", name, name, name, name);
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else if (from == GPU_VEC3)
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BLI_dynstr_appendf(ds, "vec2((%s.r + %s.g + %s.b) / 3.0, 1.0)", name, name, name);
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else if (from == GPU_FLOAT)
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BLI_dynstr_appendf(ds, "vec2(%s, 1.0)", name);
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}
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else if (to == GPU_VEC3) {
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if (from == GPU_VEC4)
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BLI_dynstr_appendf(ds, "%s.rgb", name);
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else if (from == GPU_VEC2)
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BLI_dynstr_appendf(ds, "vec3(%s.r, %s.r, %s.r)", name, name, name);
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else if (from == GPU_FLOAT)
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BLI_dynstr_appendf(ds, "vec3(%s, %s, %s)", name, name, name);
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}
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else {
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if (from == GPU_VEC3)
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BLI_dynstr_appendf(ds, "vec4(%s, 1.0)", name);
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else if (from == GPU_VEC2)
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BLI_dynstr_appendf(ds, "vec4(%s.r, %s.r, %s.r, %s.g)", name, name, name, name);
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else if (from == GPU_FLOAT)
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BLI_dynstr_appendf(ds, "vec4(%s, %s, %s, 1.0)", name, name, name);
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}
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}
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static void codegen_print_datatype(DynStr *ds, const GPUType type, float *data)
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{
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int i;
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BLI_dynstr_appendf(ds, "%s(", GPU_DATATYPE_STR[type]);
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for (i = 0; i < type; i++) {
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BLI_dynstr_appendf(ds, "%f", data[i]);
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if (i == type - 1)
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BLI_dynstr_append(ds, ")");
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else
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BLI_dynstr_append(ds, ", ");
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}
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}
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static int codegen_input_has_texture(GPUInput *input)
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{
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if (input->link)
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return 0;
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else if (input->ima || input->prv)
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return 1;
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else
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return input->tex != NULL;
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}
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const char *GPU_builtin_name(GPUBuiltin builtin)
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{
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if (builtin == GPU_VIEW_MATRIX)
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return "unfviewmat";
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else if (builtin == GPU_OBJECT_MATRIX)
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return "unfobmat";
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else if (builtin == GPU_INVERSE_VIEW_MATRIX)
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return "unfinvviewmat";
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else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
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return "unfinvobmat";
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else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
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return "unflocaltoviewmat";
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else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
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return "unfinvlocaltoviewmat";
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else if (builtin == GPU_VIEW_POSITION)
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return "varposition";
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else if (builtin == GPU_VIEW_NORMAL)
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return "varnormal";
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else if (builtin == GPU_OBCOLOR)
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return "unfobcolor";
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else if (builtin == GPU_AUTO_BUMPSCALE)
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return "unfobautobumpscale";
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else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
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return "unfcameratexfactors";
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else if (builtin == GPU_PARTICLE_SCALAR_PROPS)
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return "unfparticlescalarprops";
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else if (builtin == GPU_PARTICLE_LOCATION)
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return "unfparticleco";
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else if (builtin == GPU_PARTICLE_VELOCITY)
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return "unfparticlevel";
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else if (builtin == GPU_PARTICLE_ANG_VELOCITY)
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return "unfparticleangvel";
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else
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return "";
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}
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|
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/* assign only one texid per buffer to avoid sampling the same texture twice */
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static void codegen_set_texid(GHash *bindhash, GPUInput *input, int *texid, void *key)
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|
{
|
|
if (BLI_ghash_haskey(bindhash, key)) {
|
|
/* Reuse existing texid */
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|
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, key));
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|
}
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else {
|
|
/* Allocate new texid */
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|
input->texid = *texid;
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(*texid)++;
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input->bindtex = true;
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BLI_ghash_insert(bindhash, key, SET_INT_IN_POINTER(input->texid));
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}
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}
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|
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static void codegen_set_unique_ids(ListBase *nodes)
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|
{
|
|
GHash *bindhash, *definehash;
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
GPUOutput *output;
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int id = 1, texid = 0;
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|
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bindhash = BLI_ghash_ptr_new("codegen_set_unique_ids1 gh");
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|
definehash = BLI_ghash_ptr_new("codegen_set_unique_ids2 gh");
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|
|
|
for (node = nodes->first; node; node = node->next) {
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|
for (input = node->inputs.first; input; input = input->next) {
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|
/* set id for unique names of uniform variables */
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|
input->id = id++;
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|
input->bindtex = false;
|
|
input->definetex = false;
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|
|
|
/* set texid used for settings texture slot with multitexture */
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if (codegen_input_has_texture(input) &&
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((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)))
|
|
{
|
|
/* assign only one texid per buffer to avoid sampling
|
|
* the same texture twice */
|
|
if (input->link) {
|
|
/* input is texture from buffer */
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|
codegen_set_texid(bindhash, input, &texid, input->link);
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|
}
|
|
else if (input->ima) {
|
|
/* input is texture from image */
|
|
codegen_set_texid(bindhash, input, &texid, input->ima);
|
|
}
|
|
else if (input->prv) {
|
|
/* input is texture from preview render */
|
|
codegen_set_texid(bindhash, input, &texid, input->prv);
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|
}
|
|
else if (input->tex) {
|
|
/* input is user created texture, check tex pointer */
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|
codegen_set_texid(bindhash, input, &texid, input->tex);
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}
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|
|
/* make sure this pixel is defined exactly once */
|
|
if (input->source == GPU_SOURCE_TEX_PIXEL) {
|
|
if (input->ima) {
|
|
if (!BLI_ghash_haskey(definehash, input->ima)) {
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|
input->definetex = true;
|
|
BLI_ghash_insert(definehash, input->ima, SET_INT_IN_POINTER(input->texid));
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|
}
|
|
}
|
|
else {
|
|
if (!BLI_ghash_haskey(definehash, input->link)) {
|
|
input->definetex = true;
|
|
BLI_ghash_insert(definehash, input->link, SET_INT_IN_POINTER(input->texid));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (output = node->outputs.first; output; output = output->next)
|
|
/* set id for unique names of tmp variables storing output */
|
|
output->id = id++;
|
|
}
|
|
|
|
BLI_ghash_free(bindhash, NULL, NULL);
|
|
BLI_ghash_free(definehash, NULL, NULL);
|
|
}
|
|
|
|
static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
const char *name;
|
|
int builtins = 0;
|
|
|
|
/* print uniforms */
|
|
for (node = nodes->first; node; node = node->next) {
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
|
|
/* create exactly one sampler for each texture */
|
|
if (codegen_input_has_texture(input) && input->bindtex) {
|
|
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
|
|
(input->textype == GPU_TEX2D) ? "sampler2D" :
|
|
(input->textype == GPU_TEXCUBE) ? "samplerCube" : "sampler2DShadow",
|
|
input->texid);
|
|
}
|
|
}
|
|
else if (input->source == GPU_SOURCE_BUILTIN) {
|
|
/* only define each builtin uniform/varying once */
|
|
if (!(builtins & input->builtin)) {
|
|
builtins |= input->builtin;
|
|
name = GPU_builtin_name(input->builtin);
|
|
|
|
if (gpu_str_prefix(name, "unf")) {
|
|
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
|
|
GPU_DATATYPE_STR[input->type], name);
|
|
}
|
|
else {
|
|
BLI_dynstr_appendf(ds, "%s %s %s;\n",
|
|
GLEW_VERSION_3_0 ? "in" : "varying",
|
|
GPU_DATATYPE_STR[input->type], name);
|
|
}
|
|
}
|
|
}
|
|
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
|
|
if (input->dynamicvec) {
|
|
/* only create uniforms for dynamic vectors */
|
|
BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
|
|
GPU_DATATYPE_STR[input->type], input->id);
|
|
}
|
|
else {
|
|
/* for others use const so the compiler can do folding */
|
|
BLI_dynstr_appendf(ds, "const %s cons%d = ",
|
|
GPU_DATATYPE_STR[input->type], input->id);
|
|
codegen_print_datatype(ds, input->type, input->vec);
|
|
BLI_dynstr_append(ds, ";\n");
|
|
}
|
|
}
|
|
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
#ifdef WITH_OPENSUBDIV
|
|
bool skip_opensubdiv = input->attribtype == CD_TANGENT;
|
|
if (skip_opensubdiv) {
|
|
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
|
|
}
|
|
#endif
|
|
BLI_dynstr_appendf(ds, "%s %s var%d;\n",
|
|
GLEW_VERSION_3_0 ? "in" : "varying",
|
|
GPU_DATATYPE_STR[input->type], input->attribid);
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (skip_opensubdiv) {
|
|
BLI_dynstr_appendf(ds, "#endif\n");
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
|
|
return builtins;
|
|
}
|
|
|
|
static void codegen_declare_tmps(DynStr *ds, ListBase *nodes)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
GPUOutput *output;
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
/* load pixels from textures */
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_TEX_PIXEL) {
|
|
if (codegen_input_has_texture(input) && input->definetex) {
|
|
BLI_dynstr_appendf(ds, "\tvec4 tex%d = texture2D(", input->texid);
|
|
BLI_dynstr_appendf(ds, "samp%d, gl_TexCoord[%d].st);\n",
|
|
input->texid, input->texid);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* declare temporary variables for node output storage */
|
|
for (output = node->outputs.first; output; output = output->next) {
|
|
BLI_dynstr_appendf(ds, "\t%s tmp%d;\n",
|
|
GPU_DATATYPE_STR[output->type], output->id);
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
}
|
|
|
|
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
GPUOutput *output;
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
BLI_dynstr_appendf(ds, "\t%s(", node->name);
|
|
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_TEX) {
|
|
BLI_dynstr_appendf(ds, "samp%d", input->texid);
|
|
if (input->link)
|
|
BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
|
|
}
|
|
else if (input->source == GPU_SOURCE_TEX_PIXEL) {
|
|
codegen_convert_datatype(ds, input->link->output->type, input->type,
|
|
"tmp", input->link->output->id);
|
|
}
|
|
else if (input->source == GPU_SOURCE_BUILTIN) {
|
|
if (input->builtin == GPU_VIEW_NORMAL)
|
|
BLI_dynstr_append(ds, "facingnormal");
|
|
else
|
|
BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
|
|
}
|
|
else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
|
|
if (input->dynamicvec)
|
|
BLI_dynstr_appendf(ds, "unf%d", input->id);
|
|
else
|
|
BLI_dynstr_appendf(ds, "cons%d", input->id);
|
|
}
|
|
else if (input->source == GPU_SOURCE_ATTRIB) {
|
|
BLI_dynstr_appendf(ds, "var%d", input->attribid);
|
|
}
|
|
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
|
|
if (input->oglbuiltin == GPU_MATCAP_NORMAL)
|
|
BLI_dynstr_append(ds, "gl_SecondaryColor");
|
|
else if (input->oglbuiltin == GPU_COLOR)
|
|
BLI_dynstr_append(ds, "gl_Color");
|
|
}
|
|
|
|
BLI_dynstr_append(ds, ", ");
|
|
}
|
|
|
|
for (output = node->outputs.first; output; output = output->next) {
|
|
BLI_dynstr_appendf(ds, "tmp%d", output->id);
|
|
if (output->next)
|
|
BLI_dynstr_append(ds, ", ");
|
|
}
|
|
|
|
BLI_dynstr_append(ds, ");\n");
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
|
|
codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
|
|
BLI_dynstr_append(ds, ";\n");
|
|
}
|
|
|
|
static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
|
|
{
|
|
DynStr *ds = BLI_dynstr_new();
|
|
char *code;
|
|
int builtins;
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
#endif
|
|
|
|
|
|
#if 0
|
|
BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
|
|
#endif
|
|
|
|
codegen_set_unique_ids(nodes);
|
|
builtins = codegen_print_uniforms_functions(ds, nodes);
|
|
|
|
#if 0
|
|
if (G.debug & G_DEBUG)
|
|
BLI_dynstr_appendf(ds, "/* %s */\n", name);
|
|
#endif
|
|
|
|
BLI_dynstr_append(ds, "void main()\n{\n");
|
|
|
|
if (builtins & GPU_VIEW_NORMAL)
|
|
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
|
|
|
|
/* Calculate tangent space. */
|
|
#ifdef WITH_OPENSUBDIV
|
|
{
|
|
bool has_tangent = false;
|
|
for (node = nodes->first; node; node = node->next) {
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
if (input->attribtype == CD_TANGENT) {
|
|
BLI_dynstr_appendf(ds, "#ifdef USE_OPENSUBDIV\n");
|
|
BLI_dynstr_appendf(ds, "\t%s var%d;\n",
|
|
GPU_DATATYPE_STR[input->type],
|
|
input->attribid);
|
|
if (has_tangent == false) {
|
|
BLI_dynstr_appendf(ds, "\tvec3 Q1 = dFdx(inpt.v.position.xyz);\n");
|
|
BLI_dynstr_appendf(ds, "\tvec3 Q2 = dFdy(inpt.v.position.xyz);\n");
|
|
BLI_dynstr_appendf(ds, "\tvec2 st1 = dFdx(inpt.v.uv);\n");
|
|
BLI_dynstr_appendf(ds, "\tvec2 st2 = dFdy(inpt.v.uv);\n");
|
|
BLI_dynstr_appendf(ds, "\tvec3 T = normalize(Q1 * st2.t - Q2 * st1.t);\n");
|
|
}
|
|
BLI_dynstr_appendf(ds, "\tvar%d = vec4(T, 1.0);\n", input->attribid);
|
|
BLI_dynstr_appendf(ds, "#endif\n");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
codegen_declare_tmps(ds, nodes);
|
|
codegen_call_functions(ds, nodes, output);
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
/* create shader */
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
BLI_dynstr_free(ds);
|
|
|
|
#if 0
|
|
if (G.debug & G_DEBUG) printf("%s\n", code);
|
|
#endif
|
|
|
|
return code;
|
|
}
|
|
|
|
static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
|
|
{
|
|
DynStr *ds = BLI_dynstr_new();
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
char *code;
|
|
char *vertcode = NULL;
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
#ifdef WITH_OPENSUBDIV
|
|
bool skip_opensubdiv = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
|
|
if (skip_opensubdiv) {
|
|
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
|
|
}
|
|
#endif
|
|
BLI_dynstr_appendf(ds, "%s %s att%d;\n",
|
|
GLEW_VERSION_3_0 ? "in" : "attribute",
|
|
GPU_DATATYPE_STR[input->type], input->attribid);
|
|
BLI_dynstr_appendf(ds, "uniform int att%d_info;\n", input->attribid);
|
|
BLI_dynstr_appendf(ds, "%s %s var%d;\n",
|
|
GLEW_VERSION_3_0 ? "out" : "varying",
|
|
GPU_DATATYPE_STR[input->type], input->attribid);
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (skip_opensubdiv) {
|
|
BLI_dynstr_appendf(ds, "#endif\n");
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "\n");
|
|
|
|
switch (type) {
|
|
case GPU_MATERIAL_TYPE_MESH:
|
|
vertcode = datatoc_gpu_shader_vertex_glsl;
|
|
break;
|
|
case GPU_MATERIAL_TYPE_WORLD:
|
|
vertcode = datatoc_gpu_shader_vertex_world_glsl;
|
|
break;
|
|
default:
|
|
fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
|
|
break;
|
|
}
|
|
|
|
BLI_dynstr_append(ds, vertcode);
|
|
|
|
for (node = nodes->first; node; node = node->next)
|
|
for (input = node->inputs.first; input; input = input->next)
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
if (input->attribtype == CD_TANGENT) { /* silly exception */
|
|
#ifdef WITH_OPENSUBDIV
|
|
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
|
|
#endif
|
|
BLI_dynstr_appendf(
|
|
ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n",
|
|
input->attribid, input->attribid);
|
|
BLI_dynstr_appendf(
|
|
ds, "\tvar%d.w = att%d.w;\n",
|
|
input->attribid, input->attribid);
|
|
#ifdef WITH_OPENSUBDIV
|
|
BLI_dynstr_appendf(ds, "#endif\n");
|
|
#endif
|
|
}
|
|
else {
|
|
#ifdef WITH_OPENSUBDIV
|
|
bool is_mtface = input->attribtype == CD_MTFACE;
|
|
if (is_mtface) {
|
|
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
|
|
}
|
|
#endif
|
|
BLI_dynstr_appendf(ds, "\tset_var_from_attr(att%d, att%d_info, var%d);\n",
|
|
input->attribid, input->attribid, input->attribid);
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (is_mtface) {
|
|
BLI_dynstr_appendf(ds, "#endif\n");
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
/* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
|
|
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
|
|
if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
|
|
/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
|
|
* between shader stages and we want the full range of the normal */
|
|
BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5) * varnormal + vec3(0.5);\n");
|
|
BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
|
|
}
|
|
else if (input->oglbuiltin == GPU_COLOR) {
|
|
BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
|
|
|
#if 0
|
|
if (G.debug & G_DEBUG) printf("%s\n", code);
|
|
#endif
|
|
|
|
return code;
|
|
}
|
|
|
|
static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
|
|
{
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (use_opensubdiv) {
|
|
DynStr *ds = BLI_dynstr_new();
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
char *code;
|
|
|
|
/* Generate varying declarations. */
|
|
for (node = nodes->first; node; node = node->next) {
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
if (input->attribtype == CD_MTFACE) {
|
|
BLI_dynstr_appendf(ds, "%s %s var%d%s;\n",
|
|
GLEW_VERSION_3_0 ? "in" : "varying",
|
|
GPU_DATATYPE_STR[input->type],
|
|
input->attribid,
|
|
GLEW_VERSION_3_0 ? "[]" : "");
|
|
BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
|
|
input->attribid);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BLI_dynstr_append(ds, datatoc_gpu_shader_geometry_glsl);
|
|
|
|
/* Generate varying assignments. */
|
|
/* TODO(sergey): Disabled for now, needs revisit. */
|
|
#if 0
|
|
for (node = nodes->first; node; node = node->next) {
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
|
|
if (input->attribtype == CD_MTFACE) {
|
|
BLI_dynstr_appendf(ds,
|
|
"\tINTERP_FACE_VARYING_2(var%d, "
|
|
"fvar%d_offset, st);\n",
|
|
input->attribid,
|
|
input->attribid);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BLI_dynstr_append(ds, "}\n");
|
|
code = BLI_dynstr_get_cstring(ds);
|
|
BLI_dynstr_free(ds);
|
|
|
|
//if (G.debug & G_DEBUG) printf("%s\n", code);
|
|
|
|
return code;
|
|
}
|
|
#else
|
|
UNUSED_VARS(nodes, use_opensubdiv);
|
|
#endif
|
|
return NULL;
|
|
}
|
|
|
|
void GPU_code_generate_glsl_lib(void)
|
|
{
|
|
DynStr *ds;
|
|
|
|
/* only initialize the library once */
|
|
if (glsl_material_library)
|
|
return;
|
|
|
|
ds = BLI_dynstr_new();
|
|
|
|
BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
|
|
|
|
|
|
glsl_material_library = BLI_dynstr_get_cstring(ds);
|
|
|
|
BLI_dynstr_free(ds);
|
|
}
|
|
|
|
|
|
/* GPU pass binding/unbinding */
|
|
|
|
GPUShader *GPU_pass_shader(GPUPass *pass)
|
|
{
|
|
return pass->shader;
|
|
}
|
|
|
|
static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
|
|
{
|
|
GPUShader *shader = pass->shader;
|
|
GPUNode *node;
|
|
GPUInput *next, *input;
|
|
ListBase *inputs = &pass->inputs;
|
|
int extract, z;
|
|
|
|
memset(inputs, 0, sizeof(*inputs));
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
GPU_shader_bind(shader);
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
z = 0;
|
|
for (input = node->inputs.first; input; input = next, z++) {
|
|
next = input->next;
|
|
|
|
/* attributes don't need to be bound, they already have
|
|
* an id that the drawing functions will use */
|
|
if (input->source == GPU_SOURCE_ATTRIB) {
|
|
#ifdef WITH_OPENSUBDIV
|
|
/* We do need mtface attributes for later, so we can
|
|
* update face-varuing variables offset in the texture
|
|
* buffer for proper sampling from the shader.
|
|
*
|
|
* We don't do anything about attribute itself, we
|
|
* only use it to learn which uniform name is to be
|
|
* updated.
|
|
*
|
|
* TODO(sergey): We can add ad extra uniform input
|
|
* for the offset, which will be purely internal and
|
|
* which would avoid having such an exceptions.
|
|
*/
|
|
if (input->attribtype != CD_MTFACE) {
|
|
continue;
|
|
}
|
|
#else
|
|
continue;
|
|
#endif
|
|
}
|
|
if (input->source == GPU_SOURCE_BUILTIN ||
|
|
input->source == GPU_SOURCE_OPENGL_BUILTIN)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (input->ima || input->tex || input->prv)
|
|
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
|
|
else
|
|
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
|
|
|
|
/* pass non-dynamic uniforms to opengl */
|
|
extract = 0;
|
|
|
|
if (input->ima || input->tex || input->prv) {
|
|
if (input->bindtex)
|
|
extract = 1;
|
|
}
|
|
else if (input->dynamicvec)
|
|
extract = 1;
|
|
|
|
if (extract)
|
|
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
|
|
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (input->source == GPU_SOURCE_ATTRIB &&
|
|
input->attribtype == CD_MTFACE)
|
|
{
|
|
extract = 1;
|
|
}
|
|
#endif
|
|
|
|
/* extract nodes */
|
|
if (extract) {
|
|
BLI_remlink(&node->inputs, input);
|
|
BLI_addtail(inputs, input);
|
|
}
|
|
}
|
|
}
|
|
|
|
GPU_shader_unbind();
|
|
}
|
|
|
|
void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
|
|
{
|
|
GPUInput *input;
|
|
GPUShader *shader = pass->shader;
|
|
ListBase *inputs = &pass->inputs;
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
GPU_shader_bind(shader);
|
|
|
|
/* create the textures */
|
|
for (input = inputs->first; input; input = input->next) {
|
|
if (input->ima)
|
|
input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, mipmap);
|
|
else if (input->prv)
|
|
input->tex = GPU_texture_from_preview(input->prv, mipmap);
|
|
}
|
|
|
|
/* bind the textures, in second loop so texture binding during
|
|
* create doesn't overwrite already bound textures */
|
|
for (input = inputs->first; input; input = input->next) {
|
|
if (input->tex && input->bindtex) {
|
|
GPU_texture_bind(input->tex, input->texid);
|
|
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_pass_update_uniforms(GPUPass *pass)
|
|
{
|
|
GPUInput *input;
|
|
GPUShader *shader = pass->shader;
|
|
ListBase *inputs = &pass->inputs;
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
/* pass dynamic inputs to opengl, others were removed */
|
|
for (input = inputs->first; input; input = input->next) {
|
|
if (!(input->ima || input->tex || input->prv)) {
|
|
if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
|
|
// The hardness is actually a short pointer, so we convert it here
|
|
float val = (float)(*(short *)input->dynamicvec);
|
|
GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
|
|
}
|
|
else {
|
|
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
|
|
input->dynamicvec);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_pass_unbind(GPUPass *pass)
|
|
{
|
|
GPUInput *input;
|
|
GPUShader *shader = pass->shader;
|
|
ListBase *inputs = &pass->inputs;
|
|
|
|
if (!shader)
|
|
return;
|
|
|
|
for (input = inputs->first; input; input = input->next) {
|
|
if (input->tex && input->bindtex)
|
|
GPU_texture_unbind(input->tex);
|
|
|
|
if (input->ima || input->prv)
|
|
input->tex = NULL;
|
|
}
|
|
|
|
GPU_shader_unbind();
|
|
}
|
|
|
|
/* Node Link Functions */
|
|
|
|
static GPUNodeLink *GPU_node_link_create(void)
|
|
{
|
|
GPUNodeLink *link = MEM_callocN(sizeof(GPUNodeLink), "GPUNodeLink");
|
|
link->type = GPU_NONE;
|
|
link->users++;
|
|
|
|
return link;
|
|
}
|
|
|
|
static void gpu_node_link_free(GPUNodeLink *link)
|
|
{
|
|
link->users--;
|
|
|
|
if (link->users < 0)
|
|
fprintf(stderr, "GPU_node_link_free: negative refcount\n");
|
|
|
|
if (link->users == 0) {
|
|
if (link->output)
|
|
link->output->link = NULL;
|
|
MEM_freeN(link);
|
|
}
|
|
}
|
|
|
|
/* Node Functions */
|
|
|
|
static GPUNode *GPU_node_begin(const char *name)
|
|
{
|
|
GPUNode *node = MEM_callocN(sizeof(GPUNode), "GPUNode");
|
|
|
|
node->name = name;
|
|
|
|
return node;
|
|
}
|
|
|
|
static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType type)
|
|
{
|
|
GPUInput *input;
|
|
GPUNode *outnode;
|
|
const char *name;
|
|
|
|
if (link->output) {
|
|
outnode = link->output->node;
|
|
name = outnode->name;
|
|
input = outnode->inputs.first;
|
|
|
|
if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
|
|
(input->type == type))
|
|
{
|
|
input = MEM_dupallocN(outnode->inputs.first);
|
|
input->type = type;
|
|
if (input->link)
|
|
input->link->users++;
|
|
BLI_addtail(&node->inputs, input);
|
|
return;
|
|
}
|
|
}
|
|
|
|
input = MEM_callocN(sizeof(GPUInput), "GPUInput");
|
|
input->node = node;
|
|
|
|
if (link->builtin) {
|
|
/* builtin uniform */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_BUILTIN;
|
|
input->builtin = link->builtin;
|
|
|
|
MEM_freeN(link);
|
|
}
|
|
else if (link->oglbuiltin) {
|
|
/* builtin uniform */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_OPENGL_BUILTIN;
|
|
input->oglbuiltin = link->oglbuiltin;
|
|
|
|
MEM_freeN(link);
|
|
}
|
|
else if (link->output) {
|
|
/* link to a node output */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_TEX_PIXEL;
|
|
input->link = link;
|
|
link->users++;
|
|
}
|
|
else if (link->dynamictex) {
|
|
/* dynamic texture, GPUTexture is updated/deleted externally */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_TEX;
|
|
|
|
input->tex = link->dynamictex;
|
|
input->textarget = GL_TEXTURE_2D;
|
|
input->textype = type;
|
|
input->dynamictex = true;
|
|
input->dynamicdata = link->ptr2;
|
|
MEM_freeN(link);
|
|
}
|
|
else if (link->texture) {
|
|
/* small texture created on the fly, like for colorbands */
|
|
input->type = GPU_VEC4;
|
|
input->source = GPU_SOURCE_TEX;
|
|
input->textype = type;
|
|
|
|
#if 0
|
|
input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
|
|
#endif
|
|
input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL);
|
|
input->textarget = GL_TEXTURE_2D;
|
|
|
|
MEM_freeN(link->ptr1);
|
|
MEM_freeN(link);
|
|
}
|
|
else if (link->image) {
|
|
/* blender image */
|
|
input->type = GPU_VEC4;
|
|
input->source = GPU_SOURCE_TEX;
|
|
|
|
if (link->image == GPU_NODE_LINK_IMAGE_PREVIEW) {
|
|
input->prv = link->ptr1;
|
|
input->textarget = GL_TEXTURE_2D;
|
|
input->textype = GPU_TEX2D;
|
|
}
|
|
else if (link->image == GPU_NODE_LINK_IMAGE_BLENDER) {
|
|
input->ima = link->ptr1;
|
|
input->iuser = link->ptr2;
|
|
input->image_isdata = link->image_isdata;
|
|
input->textarget = GL_TEXTURE_2D;
|
|
input->textype = GPU_TEX2D;
|
|
}
|
|
else if (link->image == GPU_NODE_LINK_IMAGE_CUBE_MAP) {
|
|
input->ima = link->ptr1;
|
|
input->iuser = link->ptr2;
|
|
input->image_isdata = link->image_isdata;
|
|
input->textarget = GL_TEXTURE_CUBE_MAP;
|
|
input->textype = GPU_TEXCUBE;
|
|
}
|
|
MEM_freeN(link);
|
|
}
|
|
else if (link->attribtype) {
|
|
/* vertex attribute */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_ATTRIB;
|
|
|
|
input->attribtype = link->attribtype;
|
|
BLI_strncpy(input->attribname, link->attribname, sizeof(input->attribname));
|
|
MEM_freeN(link);
|
|
}
|
|
else {
|
|
/* uniform vector */
|
|
input->type = type;
|
|
input->source = GPU_SOURCE_VEC_UNIFORM;
|
|
|
|
memcpy(input->vec, link->ptr1, type * sizeof(float));
|
|
if (link->dynamic) {
|
|
input->dynamicvec = link->ptr1;
|
|
input->dynamictype = link->dynamictype;
|
|
input->dynamicdata = link->ptr2;
|
|
}
|
|
MEM_freeN(link);
|
|
}
|
|
|
|
BLI_addtail(&node->inputs, input);
|
|
}
|
|
|
|
static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
|
|
{
|
|
GPUNodeLink *link;
|
|
|
|
if (sock->link) {
|
|
gpu_node_input_link(node, sock->link, sock->type);
|
|
}
|
|
else {
|
|
link = GPU_node_link_create();
|
|
link->ptr1 = sock->vec;
|
|
gpu_node_input_link(node, link, sock->type);
|
|
}
|
|
}
|
|
|
|
static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
|
|
{
|
|
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
|
|
|
|
output->type = type;
|
|
output->node = node;
|
|
|
|
if (link) {
|
|
*link = output->link = GPU_node_link_create();
|
|
output->link->type = type;
|
|
output->link->output = output;
|
|
|
|
/* note: the caller owns the reference to the link, GPUOutput
|
|
* merely points to it, and if the node is destroyed it will
|
|
* set that pointer to NULL */
|
|
}
|
|
|
|
BLI_addtail(&node->outputs, output);
|
|
}
|
|
|
|
static void gpu_inputs_free(ListBase *inputs)
|
|
{
|
|
GPUInput *input;
|
|
|
|
for (input = inputs->first; input; input = input->next) {
|
|
if (input->link)
|
|
gpu_node_link_free(input->link);
|
|
else if (input->tex && !input->dynamictex)
|
|
GPU_texture_free(input->tex);
|
|
}
|
|
|
|
BLI_freelistN(inputs);
|
|
}
|
|
|
|
static void gpu_node_free(GPUNode *node)
|
|
{
|
|
GPUOutput *output;
|
|
|
|
gpu_inputs_free(&node->inputs);
|
|
|
|
for (output = node->outputs.first; output; output = output->next)
|
|
if (output->link) {
|
|
output->link->output = NULL;
|
|
gpu_node_link_free(output->link);
|
|
}
|
|
|
|
BLI_freelistN(&node->outputs);
|
|
MEM_freeN(node);
|
|
}
|
|
|
|
static void gpu_nodes_free(ListBase *nodes)
|
|
{
|
|
GPUNode *node;
|
|
|
|
while ((node = BLI_pophead(nodes))) {
|
|
gpu_node_free(node);
|
|
}
|
|
}
|
|
|
|
/* vertex attributes */
|
|
|
|
static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
int a;
|
|
|
|
/* convert attributes requested by node inputs to an array of layers,
|
|
* checking for duplicates and assigning id's starting from zero. */
|
|
|
|
memset(attribs, 0, sizeof(*attribs));
|
|
|
|
for (node = nodes->first; node; node = node->next) {
|
|
for (input = node->inputs.first; input; input = input->next) {
|
|
if (input->source == GPU_SOURCE_ATTRIB) {
|
|
for (a = 0; a < attribs->totlayer; a++) {
|
|
if (attribs->layer[a].type == input->attribtype &&
|
|
STREQ(attribs->layer[a].name, input->attribname))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (a < GPU_MAX_ATTRIB) {
|
|
if (a == attribs->totlayer) {
|
|
input->attribid = attribs->totlayer++;
|
|
input->attribfirst = 1;
|
|
|
|
attribs->layer[a].type = input->attribtype;
|
|
attribs->layer[a].attribid = input->attribid;
|
|
BLI_strncpy(attribs->layer[a].name, input->attribname,
|
|
sizeof(attribs->layer[a].name));
|
|
}
|
|
else {
|
|
input->attribid = attribs->layer[a].attribid;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
|
|
*builtin = 0;
|
|
|
|
for (node = nodes->first; node; node = node->next)
|
|
for (input = node->inputs.first; input; input = input->next)
|
|
if (input->source == GPU_SOURCE_BUILTIN)
|
|
*builtin |= input->builtin;
|
|
}
|
|
|
|
/* varargs linking */
|
|
|
|
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->attribtype = type;
|
|
link->attribname = name;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_uniform(float *num)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->ptr1 = num;
|
|
link->ptr2 = NULL;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_dynamic_uniform(float *num, GPUDynamicType dynamictype, void *data)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->ptr1 = num;
|
|
link->ptr2 = data;
|
|
link->dynamic = true;
|
|
link->dynamictype = dynamictype;
|
|
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->image = GPU_NODE_LINK_IMAGE_BLENDER;
|
|
link->ptr1 = ima;
|
|
link->ptr2 = iuser;
|
|
link->image_isdata = is_data;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_cube_map(Image *ima, ImageUser *iuser, bool is_data)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->image = GPU_NODE_LINK_IMAGE_CUBE_MAP;
|
|
link->ptr1 = ima;
|
|
link->ptr2 = iuser;
|
|
link->image_isdata = is_data;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_image_preview(PreviewImage *prv)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->image = GPU_NODE_LINK_IMAGE_PREVIEW;
|
|
link->ptr1 = prv;
|
|
|
|
return link;
|
|
}
|
|
|
|
|
|
GPUNodeLink *GPU_texture(int size, float *pixels)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->texture = true;
|
|
link->texturesize = size;
|
|
link->ptr1 = pixels;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, GPUDynamicType dynamictype, void *data)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->dynamic = true;
|
|
link->dynamictex = tex;
|
|
link->dynamictype = dynamictype;
|
|
link->ptr2 = data;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_builtin(GPUBuiltin builtin)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->builtin = builtin;
|
|
|
|
return link;
|
|
}
|
|
|
|
GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin)
|
|
{
|
|
GPUNodeLink *link = GPU_node_link_create();
|
|
|
|
link->oglbuiltin = builtin;
|
|
|
|
return link;
|
|
}
|
|
|
|
bool GPU_link(GPUMaterial *mat, const char *name, ...)
|
|
{
|
|
GPUNode *node;
|
|
GPUFunction *function;
|
|
GPUNodeLink *link, **linkptr;
|
|
va_list params;
|
|
int i;
|
|
|
|
function = gpu_lookup_function(name);
|
|
if (!function) {
|
|
fprintf(stderr, "GPU failed to find function %s\n", name);
|
|
return false;
|
|
}
|
|
|
|
node = GPU_node_begin(name);
|
|
|
|
va_start(params, name);
|
|
for (i = 0; i < function->totparam; i++) {
|
|
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
|
|
linkptr = va_arg(params, GPUNodeLink **);
|
|
gpu_node_output(node, function->paramtype[i], linkptr);
|
|
}
|
|
else {
|
|
link = va_arg(params, GPUNodeLink *);
|
|
gpu_node_input_link(node, link, function->paramtype[i]);
|
|
}
|
|
}
|
|
va_end(params);
|
|
|
|
gpu_material_add_node(mat, node);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...)
|
|
{
|
|
GPUNode *node;
|
|
GPUFunction *function;
|
|
GPUNodeLink *link, **linkptr;
|
|
va_list params;
|
|
int i, totin, totout;
|
|
|
|
function = gpu_lookup_function(name);
|
|
if (!function) {
|
|
fprintf(stderr, "GPU failed to find function %s\n", name);
|
|
return false;
|
|
}
|
|
|
|
node = GPU_node_begin(name);
|
|
totin = 0;
|
|
totout = 0;
|
|
|
|
if (in) {
|
|
for (i = 0; in[i].type != GPU_NONE; i++) {
|
|
gpu_node_input_socket(node, &in[i]);
|
|
totin++;
|
|
}
|
|
}
|
|
|
|
if (out) {
|
|
for (i = 0; out[i].type != GPU_NONE; i++) {
|
|
gpu_node_output(node, out[i].type, &out[i].link);
|
|
totout++;
|
|
}
|
|
}
|
|
|
|
va_start(params, out);
|
|
for (i = 0; i < function->totparam; i++) {
|
|
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
|
|
if (totout == 0) {
|
|
linkptr = va_arg(params, GPUNodeLink **);
|
|
gpu_node_output(node, function->paramtype[i], linkptr);
|
|
}
|
|
else
|
|
totout--;
|
|
}
|
|
else {
|
|
if (totin == 0) {
|
|
link = va_arg(params, GPUNodeLink *);
|
|
if (link->socket)
|
|
gpu_node_input_socket(node, link->socket);
|
|
else
|
|
gpu_node_input_link(node, link, function->paramtype[i]);
|
|
}
|
|
else
|
|
totin--;
|
|
}
|
|
}
|
|
va_end(params);
|
|
|
|
gpu_material_add_node(mat, node);
|
|
|
|
return true;
|
|
}
|
|
|
|
int GPU_link_changed(GPUNodeLink *link)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
const char *name;
|
|
|
|
if (link->output) {
|
|
node = link->output->node;
|
|
name = node->name;
|
|
|
|
if (STREQ(name, "set_value") || STREQ(name, "set_rgb")) {
|
|
input = node->inputs.first;
|
|
return (input->link != NULL);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
/* Pass create/free */
|
|
|
|
static void gpu_nodes_tag(GPUNodeLink *link)
|
|
{
|
|
GPUNode *node;
|
|
GPUInput *input;
|
|
|
|
if (!link->output)
|
|
return;
|
|
|
|
node = link->output->node;
|
|
if (node->tag)
|
|
return;
|
|
|
|
node->tag = true;
|
|
for (input = node->inputs.first; input; input = input->next)
|
|
if (input->link)
|
|
gpu_nodes_tag(input->link);
|
|
}
|
|
|
|
static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
|
|
{
|
|
GPUNode *node, *next;
|
|
|
|
for (node = nodes->first; node; node = node->next)
|
|
node->tag = false;
|
|
|
|
gpu_nodes_tag(outlink);
|
|
|
|
for (node = nodes->first; node; node = next) {
|
|
next = node->next;
|
|
|
|
if (!node->tag) {
|
|
BLI_remlink(nodes, node);
|
|
gpu_node_free(node);
|
|
}
|
|
}
|
|
}
|
|
|
|
GPUPass *GPU_generate_pass(
|
|
ListBase *nodes, GPUNodeLink *outlink,
|
|
GPUVertexAttribs *attribs, int *builtins,
|
|
const GPUMatType type, const char *UNUSED(name),
|
|
const bool use_opensubdiv,
|
|
const bool use_new_shading)
|
|
{
|
|
GPUShader *shader;
|
|
GPUPass *pass;
|
|
char *vertexcode, *geometrycode, *fragmentcode;
|
|
|
|
#if 0
|
|
if (!FUNCTION_LIB) {
|
|
GPU_nodes_free(nodes);
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
/* prune unused nodes */
|
|
gpu_nodes_prune(nodes, outlink);
|
|
|
|
gpu_nodes_get_vertex_attributes(nodes, attribs);
|
|
gpu_nodes_get_builtin_flag(nodes, builtins);
|
|
|
|
/* generate code and compile with opengl */
|
|
fragmentcode = code_generate_fragment(nodes, outlink->output);
|
|
vertexcode = code_generate_vertex(nodes, type);
|
|
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
|
|
|
|
int flags = GPU_SHADER_FLAGS_NONE;
|
|
if (use_opensubdiv) {
|
|
flags |= GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV;
|
|
}
|
|
if (use_new_shading) {
|
|
flags |= GPU_SHADER_FLAGS_NEW_SHADING;
|
|
}
|
|
shader = GPU_shader_create_ex(vertexcode,
|
|
fragmentcode,
|
|
geometrycode,
|
|
glsl_material_library,
|
|
NULL,
|
|
0,
|
|
0,
|
|
0,
|
|
flags);
|
|
|
|
/* failed? */
|
|
if (!shader) {
|
|
if (fragmentcode)
|
|
MEM_freeN(fragmentcode);
|
|
if (vertexcode)
|
|
MEM_freeN(vertexcode);
|
|
memset(attribs, 0, sizeof(*attribs));
|
|
memset(builtins, 0, sizeof(*builtins));
|
|
gpu_nodes_free(nodes);
|
|
return NULL;
|
|
}
|
|
|
|
/* create pass */
|
|
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
|
|
|
|
pass->output = outlink->output;
|
|
pass->shader = shader;
|
|
pass->fragmentcode = fragmentcode;
|
|
pass->geometrycode = geometrycode;
|
|
pass->vertexcode = vertexcode;
|
|
pass->libcode = glsl_material_library;
|
|
|
|
/* extract dynamic inputs and throw away nodes */
|
|
gpu_nodes_extract_dynamic_inputs(pass, nodes);
|
|
gpu_nodes_free(nodes);
|
|
|
|
return pass;
|
|
}
|
|
|
|
void GPU_pass_free(GPUPass *pass)
|
|
{
|
|
GPU_shader_free(pass->shader);
|
|
gpu_inputs_free(&pass->inputs);
|
|
if (pass->fragmentcode)
|
|
MEM_freeN(pass->fragmentcode);
|
|
if (pass->geometrycode)
|
|
MEM_freeN(pass->geometrycode);
|
|
if (pass->vertexcode)
|
|
MEM_freeN(pass->vertexcode);
|
|
MEM_freeN(pass);
|
|
}
|