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authorClément Foucault <foucault.clem@gmail.com>2018-08-01 20:37:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-01 23:08:36 +0300
commite8dd5e5cc6b7366c36f19035f94864a1b320cb83 (patch)
tree9d8eb3e799872aaccc69883c0b0a7b49e4cacafc
parentad64cb63448d69ec1667bfa2e4941dfb996841dd (diff)
GPUMaterial: Make Mapping node use UBO storage
This means tweaking parameter is now interactive and does not need to recompile the shaders.
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl8
-rw-r--r--source/blender/nodes/shader/node_shader_util.c19
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mapping.c19
3 files changed, 27 insertions, 19 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 8cc603696df..064ee42907e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -238,13 +238,11 @@ void point_map_to_tube(vec3 vin, out vec3 vout)
vout = vec3(u, v, 0.0);
}
-void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
+void mapping(vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
{
+ mat4 mat = mat4(m0, m1, m2, m3);
outvec = (mat * vec4(vec, 1.0)).xyz;
- if (domin == 1.0)
- outvec = max(outvec, minvec);
- if (domax == 1.0)
- outvec = min(outvec, maxvec);
+ outvec = clamp(outvec, minvec, maxvec);
}
void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 9190f0d53cd..63c1cac566d 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -253,13 +253,18 @@ void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in
float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
- GPUNodeLink *tmat = GPU_uniform((float *)texmap->mat);
- GPUNodeLink *tmin = GPU_uniform(texmap->min);
- GPUNodeLink *tmax = GPU_uniform(texmap->max);
- GPUNodeLink *tdomin = GPU_uniform(&domin);
- GPUNodeLink *tdomax = GPU_uniform(&domax);
-
- GPU_link(mat, "mapping", in[0].link, tmat, tmin, tmax, tdomin, tdomax, &in[0].link);
+ static float max[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
+ static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
+ GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
+
+ tmin = GPU_uniform_buffer((domin) ? texmap->min : min, GPU_VEC3);
+ tmax = GPU_uniform_buffer((domax) ? texmap->max : max, GPU_VEC3);
+ tmat0 = GPU_uniform_buffer((float *)texmap->mat[0], GPU_VEC4);
+ tmat1 = GPU_uniform_buffer((float *)texmap->mat[1], GPU_VEC4);
+ tmat2 = GPU_uniform_buffer((float *)texmap->mat[2], GPU_VEC4);
+ tmat3 = GPU_uniform_buffer((float *)texmap->mat[3], GPU_VEC4);
+
+ GPU_link(mat, "mapping", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
if (texmap->type == TEXMAP_TYPE_NORMAL)
GPU_link(mat, "texco_norm", in[0].link, &in[0].link);
diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.c b/source/blender/nodes/shader/nodes/node_shader_mapping.c
index a84e88e9551..2541b3bc842 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mapping.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mapping.c
@@ -88,13 +88,18 @@ static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, bNodeExecData *UNUS
TexMapping *texmap = node->storage;
float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
- GPUNodeLink *tmat = GPU_uniform((float *)texmap->mat);
- GPUNodeLink *tmin = GPU_uniform(texmap->min);
- GPUNodeLink *tmax = GPU_uniform(texmap->max);
- GPUNodeLink *tdomin = GPU_uniform(&domin);
- GPUNodeLink *tdomax = GPU_uniform(&domax);
-
- GPU_stack_link(mat, node, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax);
+ static float max[3] = { FLT_MAX, FLT_MAX, FLT_MAX, 0.0};
+ static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX, 0.0};
+ GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
+
+ tmin = GPU_uniform_buffer((domin) ? texmap->min : min, GPU_VEC3);
+ tmax = GPU_uniform_buffer((domax) ? texmap->max : max, GPU_VEC3);
+ tmat0 = GPU_uniform_buffer((float *)texmap->mat[0], GPU_VEC4);
+ tmat1 = GPU_uniform_buffer((float *)texmap->mat[1], GPU_VEC4);
+ tmat2 = GPU_uniform_buffer((float *)texmap->mat[2], GPU_VEC4);
+ tmat3 = GPU_uniform_buffer((float *)texmap->mat[3], GPU_VEC4);
+
+ GPU_stack_link(mat, node, "mapping", in, out, tmat0, tmat1, tmat2, tmat3, tmin, tmax);
if (texmap->type == TEXMAP_TYPE_NORMAL)
GPU_link(mat, "texco_norm", out[0].link, &out[0].link);