diff options
author | Brecht Van Lommel <brecht> | 2020-03-11 16:58:19 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2020-03-11 16:59:05 +0300 |
commit | b9f6d033beecd75398be14419d37d8aab0609812 (patch) | |
tree | b2385a92388dfb1d17a99a72dd442bc5bc38de85 /source/blender/gpu/intern/gpu_codegen.c | |
parent | e1e772a80243f3c279fcd076c8311301e8885d41 (diff) |
Eevee: internal support for arbitrary number of volume grids
This has no user visible impact yet since smoke volumes only support a fixed
set of attributes, but will become important with the new volume object.
For GPU shader compilation, volume grids are now handled separately from
image textures. They are somewhere between a vertex attribute and an image
texture, basically an attribute that is stored as a texture.
Differential Revision: https://developer.blender.org/D6952
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 28 |
1 files changed, 9 insertions, 19 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index e8616c1e256..bcaa95c2f59 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -269,18 +269,6 @@ static const char *gpu_builtin_name(eGPUBuiltin builtin) else if (builtin == GPU_OBJECT_INFO) { return "unfobjectinfo"; } - else if (builtin == GPU_VOLUME_DENSITY) { - return "sampdensity"; - } - else if (builtin == GPU_VOLUME_COLOR) { - return "sampcolor"; - } - else if (builtin == GPU_VOLUME_FLAME) { - return "sampflame"; - } - else if (builtin == GPU_VOLUME_TEMPERATURE) { - return "unftemperature"; - } else if (builtin == GPU_BARYCENTRIC_TEXCO) { return "unfbarycentrictex"; } @@ -344,6 +332,11 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, } } + /* Volume Grids */ + for (GPUMaterialVolumeGrid *grid = graph->volume_grids.first; grid; grid = grid->next) { + BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", grid->sampler_name); + } + /* Print other uniforms */ for (node = graph->nodes.first; node; node = node->next) { for (input = node->inputs.first; input; input = input->next) { @@ -353,13 +346,7 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, builtins |= input->builtin; name = gpu_builtin_name(input->builtin); - if (BLI_str_startswith(name, "samp")) { - if ((input->builtin == GPU_VOLUME_DENSITY) || (input->builtin == GPU_VOLUME_COLOR) || - (input->builtin == GPU_VOLUME_FLAME)) { - BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name); - } - } - else if (BLI_str_startswith(name, "unf")) { + if (BLI_str_startswith(name, "unf")) { BLI_dynstr_appendf(ds, "uniform %s %s;\n", gpu_data_type_to_string(input->type), name); } else { @@ -442,6 +429,9 @@ static void codegen_call_functions(DynStr *ds, GPUNodeGraph *graph, GPUOutput *f else if (input->source == GPU_SOURCE_TEX_TILED_MAPPING) { BLI_dynstr_append(ds, input->texture->tiled_mapping_name); } + else if (input->source == GPU_SOURCE_VOLUME_GRID) { + BLI_dynstr_append(ds, input->volume_grid->sampler_name); + } else if (input->source == GPU_SOURCE_OUTPUT) { codegen_convert_datatype( ds, input->link->output->type, input->type, "tmp", input->link->output->id); |