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authorAlexander Romanov <a.romanov@blend4web.com>2016-01-23 15:27:36 +0300
committerAlexander Romanov <a.romanov@blend4web.com>2016-01-23 15:39:31 +0300
commita6aaaad9795e80af05e8281030107c32c6a1366b (patch)
tree187e682a49789f2ccfa459d905e4cee741b884d4
parente9452f909cdba368f54637cd0b15ff14d1c60cf3 (diff)
Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer. {F144283} This patch implements the Vector Transform node for GLSL mode and the internal renderer. Example: {F273060} Alexander (Blend4Web Team) Reviewers: brecht, campbellbarton, sergey Reviewed By: campbellbarton, sergey Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov Projects: #bf_blender:_next Differential Revision: https://developer.blender.org/D909
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
-rw-r--r--source/blender/editors/render/render_internal.c8
-rw-r--r--source/blender/gpu/GPU_material.h6
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c4
-rw-r--r--source/blender/gpu/intern/gpu_draw.c2
-rw-r--r--source/blender/gpu/intern/gpu_material.c24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl15
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectTransform.c133
-rw-r--r--source/blender/python/intern/gpu.c2
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h7
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h16
-rw-r--r--source/blender/render/intern/include/render_types.h4
-rw-r--r--source/blender/render/intern/include/renderdatabase.h1
-rw-r--r--source/blender/render/intern/source/renderdatabase.c22
-rw-r--r--source/blender/render/intern/source/shadeoutput.c28
-rw-r--r--source/blenderplayer/bad_level_call_stubs/stubs.c2
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp13
17 files changed, 278 insertions, 10 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index c3def14787d..7af10aab648 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -159,6 +159,7 @@ shader_node_categories = [
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
+ NodeItem("ShaderNodeVectorTransform"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 143003cc4e6..eb8ea01f750 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1188,6 +1188,7 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
char name[32];
int update_flag;
bool use_border;
+ int ob_inst_update_flag = 0;
update_flag = rp->engine->job_update_flag;
rp->engine->job_update_flag = 0;
@@ -1299,6 +1300,13 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
/* OK, can we enter render code? */
if (rstats->convertdone) {
bool first_time = true;
+
+ if (update_flag & PR_UPDATE_VIEW) {
+ ob_inst_update_flag |= RE_OBJECT_INSTANCES_UPDATE_VIEW;
+ }
+
+ RE_updateRenderInstances(re, ob_inst_update_flag);
+
for (;;) {
if (first_time == false) {
if (restore)
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 25788c26fea..65cdf834533 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -95,6 +95,8 @@ typedef enum GPUBuiltin {
GPU_PARTICLE_LOCATION = (1 << 10),
GPU_PARTICLE_VELOCITY = (1 << 11),
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
+ GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
+ GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
} GPUBuiltin;
typedef enum GPUOpenGLBuiltin {
@@ -148,6 +150,8 @@ typedef enum GPUDynamicType {
GPU_DYNAMIC_OBJECT_IMAT = 4 | GPU_DYNAMIC_GROUP_OBJECT,
GPU_DYNAMIC_OBJECT_COLOR = 5 | GPU_DYNAMIC_GROUP_OBJECT,
GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 6 | GPU_DYNAMIC_GROUP_OBJECT,
+ GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT = 7 | GPU_DYNAMIC_GROUP_OBJECT,
+ GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT = 8 | GPU_DYNAMIC_GROUP_OBJECT,
GPU_DYNAMIC_LAMP_DYNVEC = 1 | GPU_DYNAMIC_GROUP_LAMP,
GPU_DYNAMIC_LAMP_DYNCO = 2 | GPU_DYNAMIC_GROUP_LAMP,
@@ -218,7 +222,7 @@ void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
void GPU_material_bind_uniforms(
- GPUMaterial *material, float obmat[4][4], float obcol[4],
+ GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi);
void GPU_material_unbind(GPUMaterial *material);
bool GPU_material_bound(GPUMaterial *material);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 857b339c3a3..fb46b167f0f 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -381,6 +381,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfinvviewmat";
else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
return "unfinvobmat";
+ else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
+ return "unflocaltoviewmat";
+ else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
+ return "unfinvlocaltoviewmat";
else if (builtin == GPU_VIEW_POSITION)
return "varposition";
else if (builtin == GPU_VIEW_NORMAL)
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 95c019be409..a7f802a4502 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1763,7 +1763,7 @@ int GPU_object_material_bind(int nr, void *attribs)
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
- GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale, &partile_info);
+ GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info);
GMS.gboundmat = mat;
/* for glsl use alpha blend mode, unless it's set to solid and
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 29e49ca89d3..7cb2fc0622d 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -112,6 +112,7 @@ struct GPUMaterial {
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
+ int localtoviewmatloc, invlocaltoviewmatloc;
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
@@ -242,6 +243,10 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
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)
@@ -384,12 +389,14 @@ void GPU_material_bind(
}
void GPU_material_bind_uniforms(
- GPUMaterial *material, float obmat[4][4], float obcol[4],
+ 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) {
@@ -399,6 +406,19 @@ void GPU_material_bind_uniforms(
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);
@@ -2352,6 +2372,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
{ 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 }
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index dfb1af0e863..e7072016cc0 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -166,6 +166,21 @@ void particle_info(vec4 sprops, vec3 loc, vec3 vel, vec3 avel, out float index,
angular_velocity = avel;
}
+void vect_normalize(vec3 vin, out vec3 vout)
+{
+ vout = normalize(vin);
+}
+
+void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = (mat*vec4(vin, 0.0)).xyz;
+}
+
+void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = (mat*vec4(vin, 1.0)).xyz;
+}
+
void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
{
outvec = (mat * vec4(vec, 1.0)).xyz;
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
index 4cab9d3ca97..5b6d213703a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
@@ -52,15 +52,146 @@ static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *nod
node->storage = vect;
}
+static const float (* const get_matrix_from_to(ShaderCallData *scd, short from, short to))[4]
+{
+ switch (from) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB);
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW);
+ }
+ break;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return RE_render_current_get_matrix(RE_VIEW_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OBINV);
+ }
+ break;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return RE_render_current_get_matrix(RE_VIEWINV_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV);
+ }
+ break;
+ }
+ return NULL;
+}
+
+static void node_shader_exec_vect_transform(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+{
+ float vec[4];
+ const float (*mat)[4];
+
+ if (data) {
+ NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
+
+ nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
+
+ if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT)
+ vec[3] = 1.0f;
+ else
+ vec[3] = 0.0f;
+
+ mat = get_matrix_from_to((ShaderCallData *)data, nodeprop->convert_from, nodeprop->convert_to);
+ if (mat) {
+ mul_m4_v4((float(*)[4])mat, vec);
+ }
+
+ if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
+ normalize_v3(vec);
+
+ copy_v4_v4(out[0]->vec, vec);
+ }
+}
+
+static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
+{
+ switch (from) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return GPU_builtin(GPU_OBJECT_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
+ }
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return GPU_builtin(GPU_VIEW_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
+ }
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return GPU_builtin(GPU_INVERSE_VIEW_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
+ }
+ }
+ return 0;
+}
+static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ struct GPUNodeLink *inputlink;
+ struct GPUNodeLink *fromto;
+
+ int ret = 0;
+
+ const char *vtransform = "direction_transform_m4v3";
+ const char *ptransform = "point_transform_m4v3";
+ const char *func_name = 0;
+
+ NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
+
+ if (in[0].hasinput)
+ inputlink = in[0].link;
+ else
+ inputlink = GPU_uniform(in[0].vec);
+
+ fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to);
+
+ func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform;
+ if (fromto)
+ ret = GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
+ else
+ ret = GPU_link(mat, "set_rgb", inputlink, &out[0].link);
+
+ if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
+ return GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+
+ return ret;
+}
+
void register_node_type_sh_vect_transform(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_init(&ntype, node_shader_init_vect_transform);
node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out);
node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_transform);
+ node_type_gpu(&ntype, gpu_shader_vect_transform);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/python/intern/gpu.c b/source/blender/python/intern/gpu.c
index aada3f6fc80..c6e47de8c90 100644
--- a/source/blender/python/intern/gpu.c
+++ b/source/blender/python/intern/gpu.c
@@ -97,6 +97,8 @@ static PyObject *PyInit_gpu(void)
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
+ PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT);
+ PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE);
/* GPU_DYNAMIC_GROUP_LAMP */
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 96ac8aa8c5a..ce0691b7632 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -363,6 +363,13 @@ bool RE_is_rendering_allowed(struct Scene *scene, struct Object *camera_override
bool RE_allow_render_generic_object(struct Object *ob);
+/* RE_updateRenderInstances flag */
+enum {
+ RE_OBJECT_INSTANCES_UPDATE_VIEW = (1 << 0),
+ RE_OBJECT_INSTANCES_UPDATE_OBMAT = (1 << 1),
+};
+void RE_updateRenderInstances(Render *re, int flag);
+
/******* defined in render_result.c *********/
bool RE_HasFakeLayer(RenderResult *res);
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index f78c0aa8cb2..2b07ace26db 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -220,6 +220,22 @@ float RE_bake_make_derivative(struct ImBuf *ibuf, float *heights_buffer, const c
const float height_min, const float height_max,
const float fmult);
+enum {
+ RE_OBJECT_INSTANCE_MATRIX_OB,
+ RE_OBJECT_INSTANCE_MATRIX_OBINV,
+ RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW,
+ RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV,
+};
+
+const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4];
+
+enum {
+ RE_VIEW_MATRIX,
+ RE_VIEWINV_MATRIX,
+};
+
+const float (*RE_render_current_get_matrix(int matrix_id))[4];
+
#define BAKE_RESULT_OK 0
#define BAKE_RESULT_NO_OBJECTS 1
#define BAKE_RESULT_FEEDBACK_LOOP 2
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 3569cb2c168..3b69c124753 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -353,6 +353,10 @@ typedef struct ObjectInstanceRen {
float mat[4][4], imat[4][4];
float nmat[3][3]; /* nmat is inverse mat tranposed */
+
+ float obmat[4][4], obinvmat[4][4];
+ float localtoviewmat[4][4], localtoviewinvmat[4][4];
+
short flag;
float dupliorco[3], dupliuv[2];
diff --git a/source/blender/render/intern/include/renderdatabase.h b/source/blender/render/intern/include/renderdatabase.h
index 224974454e8..167ebc58030 100644
--- a/source/blender/render/intern/include/renderdatabase.h
+++ b/source/blender/render/intern/include/renderdatabase.h
@@ -119,6 +119,7 @@ struct ObjectInstanceRen *RE_addRenderInstance(
struct Render *re, struct ObjectRen *obr, struct Object *ob, struct Object *par,
int index, int psysindex, float mat[4][4], int lay, const struct DupliObject *dob);
void RE_makeRenderInstances(struct Render *re);
+void RE_updateRenderInstance(Render *re, ObjectInstanceRen *obi, int flag);
void RE_instance_rotate_ray_start(struct ObjectInstanceRen *obi, struct Isect *is);
void RE_instance_rotate_ray_dir(struct ObjectInstanceRen *obi, struct Isect *is);
diff --git a/source/blender/render/intern/source/renderdatabase.c b/source/blender/render/intern/source/renderdatabase.c
index ac42c0d1dcc..560627b1be1 100644
--- a/source/blender/render/intern/source/renderdatabase.c
+++ b/source/blender/render/intern/source/renderdatabase.c
@@ -1363,6 +1363,26 @@ void project_renderdata(Render *re,
/* ------------------------------------------------------------------------- */
+void RE_updateRenderInstance(Render *re, ObjectInstanceRen *obi, int flag)
+{
+ /* flag specifies what things have changed. */
+ if (flag & RE_OBJECT_INSTANCES_UPDATE_OBMAT) {
+ copy_m4_m4(obi->obmat, obi->ob->obmat);
+ invert_m4_m4(obi->obinvmat, obi->obmat);
+ }
+ if (flag & RE_OBJECT_INSTANCES_UPDATE_VIEW) {
+ mul_m4_m4m4(obi->localtoviewmat, re->viewmat, obi->obmat);
+ mul_m4_m4m4(obi->localtoviewinvmat, obi->obinvmat, re->viewinv);
+ }
+}
+
+void RE_updateRenderInstances(Render *re, int flag)
+{
+ int i = 0;
+ for (i = 0; i < re->totinstance; i++)
+ RE_updateRenderInstance(re, &re->objectinstance[i], flag);
+}
+
ObjectInstanceRen *RE_addRenderInstance(
Render *re, ObjectRen *obr, Object *ob, Object *par,
int index, int psysindex, float mat[4][4], int lay, const DupliObject *dob)
@@ -1407,6 +1427,8 @@ ObjectInstanceRen *RE_addRenderInstance(
}
}
+ RE_updateRenderInstance(re, obi, RE_OBJECT_INSTANCES_UPDATE_OBMAT | RE_OBJECT_INSTANCES_UPDATE_VIEW);
+
if (mat) {
copy_m4_m4(obi->mat, mat);
copy_m3_m4(mat3, mat);
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 27c0f5d81ec..71b409dbba7 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -2112,3 +2112,31 @@ float RE_lamp_get_data(ShadeInput *shi, Object *lamp_obj, float col[4], float lv
return 0.0f;
}
+
+const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4]
+{
+ if (obi) {
+ switch (matrix_id) {
+ case RE_OBJECT_INSTANCE_MATRIX_OB:
+ return (const float(*)[4])obi->obmat;
+ case RE_OBJECT_INSTANCE_MATRIX_OBINV:
+ return (const float(*)[4])obi->obinvmat;
+ case RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW:
+ return (const float(*)[4])obi->localtoviewmat;
+ case RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV:
+ return (const float(*)[4])obi->localtoviewinvmat;
+ }
+ }
+ return NULL;
+}
+
+const float (*RE_render_current_get_matrix(int matrix_id))[4]
+{
+ switch(matrix_id) {
+ case RE_VIEW_MATRIX:
+ return (const float(*)[4])R.viewmat;
+ case RE_VIEWINV_MATRIX:
+ return (const float(*)[4])R.viewinv;
+ }
+ return NULL;
+}
diff --git a/source/blenderplayer/bad_level_call_stubs/stubs.c b/source/blenderplayer/bad_level_call_stubs/stubs.c
index 4d0840ece74..c0ff81b3b20 100644
--- a/source/blenderplayer/bad_level_call_stubs/stubs.c
+++ b/source/blenderplayer/bad_level_call_stubs/stubs.c
@@ -263,6 +263,8 @@ void RE_sample_material_color(
struct Render *RE_GetRender(const char *name) RET_NULL
struct Object *RE_GetCamera(struct Render *re) RET_NULL
float RE_lamp_get_data(struct ShadeInput *shi, struct Object *lamp_obj, float col[4], float lv[3], float *dist, float shadow[4]) RET_ZERO
+const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4] RET_NULL
+const float (*RE_render_current_get_matrix(int matrix_id))[4] RET_NULL
/* blenkernel */
bool BKE_paint_proj_mesh_data_check(struct Scene *scene, struct Object *ob, bool *uvs, bool *mat, bool *tex, bool *stencil) RET_ZERO
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 0f71f8d3bac..95679b5d3a6 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -74,8 +74,8 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
float viewmat[4][4], viewinvmat[4][4];
const MT_Matrix4x4& view = rasty->GetViewMatrix();
const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
- view.getValue((float*)viewmat);
- viewinv.getValue((float*)viewinvmat);
+ view.getValue(&viewmat[0][0]);
+ viewinv.getValue(&viewinvmat[0][0]);
GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
}
@@ -148,7 +148,7 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
- float obmat[4][4], obcol[4];
+ float obmat[4][4], viewmat[4][4], obcol[4];
GPUMaterial *gpumat;
gpumat = mGPUMat;
@@ -160,15 +160,16 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
model.setValue(ms.m_OpenGLMatrix);
// note: getValue gives back column major as needed by OpenGL
- model.getValue((float*)obmat);
+ model.getValue(&obmat[0][0]);
if (ms.m_bObjectColor)
- ms.m_RGBAcolor.getValue((float *)obcol);
+ ms.m_RGBAcolor.getValue(&obcol[0]);
else
obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
+ rasty->GetViewMatrix().getValue(&viewmat[0][0]);
float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
- GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale, NULL);
+ GPU_material_bind_uniforms(gpumat, obmat, viewmat, obcol, auto_bump_scale, NULL);
mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}