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

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

Ref T73201, T68981

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

170 lines
4.4 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Intermediate node graph for generating GLSL shaders.
*/
#ifndef __GPU_NODE_GRAPH_H__
#define __GPU_NODE_GRAPH_H__
#include "DNA_customdata_types.h"
#include "DNA_listBase.h"
#include "GPU_material.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
struct GPUNode;
struct GPUOutput;
struct GPUShader;
struct GPUVertAttrLayers;
struct ListBase;
typedef enum eGPUDataSource {
GPU_SOURCE_OUTPUT,
GPU_SOURCE_CONSTANT,
GPU_SOURCE_UNIFORM,
GPU_SOURCE_ATTR,
GPU_SOURCE_BUILTIN,
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
GPU_SOURCE_TEX_TILED_MAPPING,
GPU_SOURCE_VOLUME_GRID,
GPU_SOURCE_VOLUME_GRID_TRANSFORM,
} eGPUDataSource;
typedef enum {
GPU_NODE_LINK_NONE = 0,
GPU_NODE_LINK_ATTR,
GPU_NODE_LINK_BUILTIN,
GPU_NODE_LINK_COLORBAND,
GPU_NODE_LINK_CONSTANT,
GPU_NODE_LINK_IMAGE,
GPU_NODE_LINK_IMAGE_TILED,
GPU_NODE_LINK_IMAGE_TILED_MAPPING,
GPU_NODE_LINK_VOLUME_GRID,
GPU_NODE_LINK_VOLUME_GRID_TRANSFORM,
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
} GPUNodeLinkType;
struct GPUNode {
struct GPUNode *next, *prev;
const char *name;
/* Internal flag to mark nodes during pruning */
bool tag;
ListBase inputs;
ListBase outputs;
};
struct GPUNodeLink {
GPUNodeStack *socket;
GPUNodeLinkType link_type;
int users; /* Refcount */
union {
/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
const float *data;
/* GPU_NODE_LINK_BUILTIN */
eGPUBuiltin builtin;
/* GPU_NODE_LINK_COLORBAND */
struct GPUTexture **colorband;
/* GPU_NODE_LINK_VOLUME_GRID */
struct GPUMaterialVolumeGrid *volume_grid;
/* GPU_NODE_LINK_OUTPUT */
struct GPUOutput *output;
/* GPU_NODE_LINK_ATTR */
struct GPUMaterialAttribute *attr;
/* GPU_NODE_LINK_IMAGE_BLENDER */
struct GPUMaterialTexture *texture;
};
};
typedef struct GPUOutput {
struct GPUOutput *next, *prev;
GPUNode *node;
eGPUType type; /* data type = length of vector/matrix */
GPUNodeLink *link; /* output link */
int id; /* unique id as created by code generator */
} GPUOutput;
typedef struct GPUInput {
struct GPUInput *next, *prev;
GPUNode *node;
eGPUType type; /* datatype */
GPUNodeLink *link;
int id; /* unique id as created by code generator */
eGPUDataSource source; /* data source */
/* Content based on eGPUDataSource */
union {
/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
float vec[16]; /* vector data */
/* GPU_SOURCE_BUILTIN */
eGPUBuiltin builtin; /* builtin uniform */
/* GPU_SOURCE_TEX | GPU_SOURCE_TEX_TILED_MAPPING */
struct GPUMaterialTexture *texture;
/* GPU_SOURCE_ATTR */
struct GPUMaterialAttribute *attr;
/* GPU_SOURCE_VOLUME_GRID | GPU_SOURCE_VOLUME_GRID_TRANSFORM */
struct GPUMaterialVolumeGrid *volume_grid;
};
} GPUInput;
typedef struct GPUNodeGraph {
/* Nodes */
ListBase nodes;
/* Output. */
GPUNodeLink *outlink;
/* Requested attributes and textures. */
ListBase attributes;
ListBase textures;
ListBase volume_grids;
} GPUNodeGraph;
/* Node Graph */
void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);
void gpu_node_graph_free(GPUNodeGraph *graph);
/* Material calls */
struct GPUNodeGraph *gpu_material_node_graph(struct GPUMaterial *material);
struct GPUTexture **gpu_material_ramp_texture_row_set(struct GPUMaterial *mat,
int size,
float *pixels,
float *row);
struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
#endif /* __GPU_NODE_GRAPH_H__ */