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authorAntony Riakiotakis <kalast@gmail.com>2014-11-24 19:18:56 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-11-26 17:07:26 +0300
commit8fa55d95e43392a0e7925e1327e86220a33b4394 (patch)
treeb68b040a975e6231c8ec40d89cebad93582c52af /source/blender/editors
parent8bc84e10f501e516e0839b6a3efa573d55fb4f7b (diff)
World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/render/render_update.c31
-rw-r--r--source/blender/editors/space_node/node_edit.c23
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c3
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c37
4 files changed, 70 insertions, 24 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
index 1320fedbfa7..e4e16dd03fc 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -281,7 +281,7 @@ static void material_changed(Main *bmain, Material *ma)
/* glsl */
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
/* find node materials using this */
for (parent = bmain->mat.first; parent; parent = parent->id.next) {
@@ -295,7 +295,7 @@ static void material_changed(Main *bmain, Material *ma)
BKE_icon_changed(BKE_icon_getid(&parent->id));
if (parent->gpumaterial.first)
- GPU_material_free(parent);
+ GPU_material_free(&parent->gpumaterial);
}
/* find if we have a scene with textured display */
@@ -341,10 +341,10 @@ static void lamp_changed(Main *bmain, Lamp *la)
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
if (defmaterial.gpumaterial.first)
- GPU_material_free(&defmaterial);
+ GPU_material_free(&defmaterial.gpumaterial);
}
static int material_uses_texture(Material *ma, Tex *tex)
@@ -382,7 +382,7 @@ static void texture_changed(Main *bmain, Tex *tex)
BKE_icon_changed(BKE_icon_getid(&ma->id));
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
}
/* find lamps */
@@ -411,6 +411,9 @@ static void texture_changed(Main *bmain, Tex *tex)
}
BKE_icon_changed(BKE_icon_getid(&wo->id));
+
+ if (wo->gpumaterial.first)
+ GPU_material_free(&wo->gpumaterial);
}
/* find compositing nodes */
@@ -456,14 +459,17 @@ static void world_changed(Main *bmain, World *wo)
/* icons */
BKE_icon_changed(BKE_icon_getid(&wo->id));
-
+
/* glsl */
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
if (defmaterial.gpumaterial.first)
- GPU_material_free(&defmaterial);
+ GPU_material_free(&defmaterial.gpumaterial);
+
+ if (wo->gpumaterial.first)
+ GPU_material_free(&wo->gpumaterial);
}
static void image_changed(Main *bmain, Image *ima)
@@ -483,6 +489,7 @@ static void scene_changed(Main *bmain, Scene *scene)
{
Object *ob;
Material *ma;
+ World *wo;
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
@@ -498,10 +505,14 @@ static void scene_changed(Main *bmain, Scene *scene)
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
+ for (wo = bmain->world.first; wo; wo = wo->id.next)
+ if (wo->gpumaterial.first)
+ GPU_material_free(&wo->gpumaterial);
+
if (defmaterial.gpumaterial.first)
- GPU_material_free(&defmaterial);
+ GPU_material_free(&defmaterial.gpumaterial);
}
void ED_render_id_flush_update(Main *bmain, ID *id)
diff --git a/source/blender/editors/space_node/node_edit.c b/source/blender/editors/space_node/node_edit.c
index d52a351ffc2..1b82e89a364 100644
--- a/source/blender/editors/space_node/node_edit.c
+++ b/source/blender/editors/space_node/node_edit.c
@@ -342,14 +342,22 @@ void snode_dag_update(bContext *C, SpaceNode *snode)
void snode_notify(bContext *C, SpaceNode *snode)
{
+ ID *id = snode->id;
+
WM_event_add_notifier(C, NC_NODE | NA_EDITED, NULL);
- if (ED_node_is_shader(snode))
- WM_event_add_notifier(C, NC_MATERIAL | ND_NODES, snode->id);
+ if (ED_node_is_shader(snode)) {
+ if (GS(id->name) == ID_MA)
+ WM_main_add_notifier(NC_MATERIAL | ND_SHADING, id);
+ else if (GS(id->name) == ID_LA)
+ WM_main_add_notifier(NC_LAMP | ND_LIGHTING, id);
+ else if (GS(id->name) == ID_WO)
+ WM_main_add_notifier(NC_WORLD | ND_WORLD, id);
+ }
else if (ED_node_is_compositor(snode))
- WM_event_add_notifier(C, NC_SCENE | ND_NODES, snode->id);
+ WM_event_add_notifier(C, NC_SCENE | ND_NODES, id);
else if (ED_node_is_texture(snode))
- WM_event_add_notifier(C, NC_TEXTURE | ND_NODES, snode->id);
+ WM_event_add_notifier(C, NC_TEXTURE | ND_NODES, id);
}
void ED_node_set_tree_type(SpaceNode *snode, bNodeTreeType *typeinfo)
@@ -662,11 +670,16 @@ void ED_node_set_active(Main *bmain, bNodeTree *ntree, bNode *node)
/* if active texture changed, free glsl materials */
if ((node->flag & NODE_ACTIVE_TEXTURE) && !was_active_texture) {
Material *ma;
+ World *wo;
for (ma = bmain->mat.first; ma; ma = ma->id.next)
if (ma->nodetree && ma->use_nodes && ntreeHasTree(ma->nodetree, ntree))
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
+ for (wo = bmain->world.first; wo; wo = wo->id.next)
+ if (wo->nodetree && wo->use_nodes && ntreeHasTree(wo->nodetree, ntree))
+ GPU_material_free(&wo->gpumaterial);
+
WM_main_add_notifier(NC_IMAGE, NULL);
}
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 81f926e5048..95b11d1731f 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -414,7 +414,7 @@ static void view3d_free(SpaceLink *sl)
/* matcap material, its preview rect gets freed via icons */
if (vd->defmaterial) {
if (vd->defmaterial->gpumaterial.first)
- GPU_material_free(vd->defmaterial);
+ GPU_material_free(&vd->defmaterial->gpumaterial);
BKE_previewimg_free(&vd->defmaterial->preview);
MEM_freeN(vd->defmaterial);
}
@@ -1168,6 +1168,7 @@ static void space_view3d_listener(bScreen *UNUSED(sc), ScrArea *sa, struct wmNot
case NC_WORLD:
switch (wmn->data) {
case ND_WORLD_DRAW:
+ case ND_WORLD:
if (v3d->flag3 & V3D_SHOW_WORLD)
ED_area_tag_redraw_regiontype(sa, RGN_TYPE_WINDOW);
break;
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index d4a0c01518b..26ce64fd8ca 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2807,10 +2807,34 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool force)
{
/* clear background */
- if (scene->world && ((v3d->flag3 & V3D_SHOW_WORLD) || force)) { /* clear with solid color */
+ if (scene->world && ((v3d->flag3 & V3D_SHOW_WORLD) || force)) {
float alpha = (force) ? 1.0f : 0.0;
+ bool glsl = GPU_glsl_support() && BKE_scene_use_new_shading_nodes(scene) && scene->world->nodetree && scene->world->use_nodes;
- if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */
+ if (glsl) {
+ RegionView3D *rv3d = ar->regiondata;
+ GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
+
+ /* calculate full shader for background */
+ GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ glShadeModel(GL_SMOOTH);
+ glBegin(GL_QUADS);
+ glVertex3f(-1.0, -1.0, 1.0);
+ glVertex3f(1.0, -1.0, 1.0);
+ glVertex3f(1.0, 1.0, 1.0);
+ glVertex3f(-1.0, 1.0, 1.0);
+ glEnd();
+ glShadeModel(GL_FLAT);
+
+ GPU_material_unbind(gpumat);
+
+ glDepthFunc(GL_LEQUAL);
+ glDisable(GL_DEPTH_TEST);
+ }
+ else if (scene->world->skytype & WO_SKYBLEND) { /* blend sky */
int x, y;
float col_hor[3];
float col_zen[3];
@@ -3009,7 +3033,9 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
* warning! can be slow so only free animated images - campbell */
GPU_free_images_anim();
}
-
+ /* setup view matrices */
+ view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
+
/* clear opengl buffers */
if (do_sky) {
view3d_main_area_clear(scene, v3d, ar, true);
@@ -3019,11 +3045,6 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
-
- /* setup view matrices */
- view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
-
-
/* main drawing call */
view3d_draw_objects(NULL, scene, v3d, ar, NULL, do_bgpic, true);