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authorClément Foucault <foucault.clem@gmail.com>2020-07-30 14:55:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-30 17:44:58 +0300
commitda741013a1e1b2e7c4f61a9486588253a457afd2 (patch)
treeb491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/gpu/intern/gpu_material.c
parent55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff)
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index c65c1046b8f..8e98d1934d4 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -85,7 +85,7 @@ struct GPUMaterial {
bool has_surface_output;
/* Only used by Eevee to know which bsdf are used. */
- int flag;
+ eGPUMatFlag flag;
/* Used by 2.8 pipeline */
GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
@@ -659,7 +659,8 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
const char *geom_code,
const char *frag_lib,
const char *defines,
- const char *name)
+ const char *name,
+ GPUMaterialEvalCallbackFn *callback)
{
LinkData *link;
bool has_volume_output, has_surface_output;
@@ -696,6 +697,9 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
mat->has_volume_output = has_volume_output;
if (mat->graph.outlink) {
+ if (callback) {
+ callback(mat, options, &vert_code, &geom_code, &frag_lib, &defines);
+ }
/* HACK: this is only for eevee. We add the define here after the nodetree evaluation. */
if (GPU_material_flag_get(mat, GPU_MATFLAG_SSS)) {
defines = BLI_string_joinN(defines,