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authorCampbell Barton <ideasman42@gmail.com>2016-01-09 23:12:10 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-01-09 23:12:10 +0300
commitf06f6eab0de15aeebab13074ef0b4173649779b4 (patch)
tree5d690cf77049b740cf2a17de8d337727043fb40f /source/blender/gpu/intern/gpu_material.c
parent8a924899a9e95e33ccdf1568a7b38d355bb91a38 (diff)
Cleanup: style, gpu module
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c579
1 files changed, 332 insertions, 247 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 485b04841fe..2c5054c0d62 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -170,7 +170,9 @@ struct GPULamp {
};
/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */
-static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in);
+static void texture_rgb_blend(
+ GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
+ int blendtype, GPUNodeLink **in);
/* Functions */
@@ -301,7 +303,9 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
return true;
}
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
+void GPU_material_bind(
+ GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
+ float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@@ -315,8 +319,9 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) {
GPULamp *lamp = nlink->data;
- if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))
- && GPU_lamp_override_visible(lamp, srl, material->ma)) {
+ if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
+ GPU_lamp_override_visible(lamp, srl, material->ma))
+ {
lamp->dynenergy = lamp->energy;
copy_v3_v3(lamp->dyncol, lamp->col);
}
@@ -342,8 +347,10 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
}
if (material->dynproperty & DYN_LAMP_PERSMAT) {
- if (!GPU_lamp_has_shadow_buffer(lamp)) /* The lamp matrices are already updated if we're using shadow buffers */
+ /* The lamp matrices are already updated if we're using shadow buffers */
+ if (!GPU_lamp_has_shadow_buffer(lamp)) {
GPU_lamp_update_buffer_mats(lamp);
+ }
mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
}
}
@@ -354,19 +361,19 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
/* handle per material built-ins */
if (material->builtins & GPU_VIEW_MATRIX) {
- GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat);
+ GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float *)viewmat);
}
if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
- GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
+ GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float *)viewinv);
}
if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
if (camerafactors) {
- GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)camerafactors);
+ GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)camerafactors);
}
else {
/* use default, no scaling no offset */
float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
- GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)borders);
+ GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float *)borders);
}
}
@@ -376,7 +383,9 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
}
}
-void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale, GPUParticleInfo* pi)
+void GPU_material_bind_uniforms(
+ GPUMaterial *material, float obmat[4][4], float obcol[4],
+ float autobumpscale, GPUParticleInfo *pi)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@@ -384,11 +393,11 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float
/* handle per object builtins */
if (material->builtins & GPU_OBJECT_MATRIX) {
- GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat);
+ GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float *)obmat);
}
if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) {
invert_m4_m4(invmat, obmat);
- GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat);
+ GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float *)invmat);
}
if (material->builtins & GPU_OBCOLOR) {
copy_v4_v4(col, obcol);
@@ -489,12 +498,15 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
/* from get_lamp_visibility */
if (lamp->type == LA_SUN || lamp->type == LA_HEMI) {
mat->dynproperty |= DYN_LAMP_VEC;
- GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac);
+ GPU_link(mat, "lamp_visibility_sun_hemi",
+ GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac);
return visifac;
}
else {
mat->dynproperty |= DYN_LAMP_CO;
- GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac);
+ GPU_link(mat, "lamp_visibility_other",
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac);
if (lamp->type == LA_AREA)
return visifac;
@@ -503,13 +515,18 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
case LA_FALLOFF_CONSTANT:
break;
case LA_FALLOFF_INVLINEAR:
- GPU_link(mat, "lamp_falloff_invlinear", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_invlinear",
+ GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_INVSQUARE:
- GPU_link(mat, "lamp_falloff_invsquare", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_invsquare",
+ GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_SLIDERS:
- GPU_link(mat, "lamp_falloff_sliders", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob), GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_sliders",
+ GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
+ GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob),
+ GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac);
break;
case LA_FALLOFF_CURVE:
{
@@ -518,31 +535,41 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
curvemapping_initialize(lamp->curfalloff);
curvemapping_table_RGBA(lamp->curfalloff, &array, &size);
- GPU_link(mat, "lamp_falloff_curve", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), GPU_texture(size, array), *dist, &visifac);
+ GPU_link(mat, "lamp_falloff_curve",
+ GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
+ GPU_texture(size, array), *dist, &visifac);
break;
}
}
if (lamp->mode & LA_SPHERE)
- GPU_link(mat, "lamp_visibility_sphere", GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, visifac, &visifac);
+ GPU_link(mat, "lamp_visibility_sphere",
+ GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob),
+ *dist, visifac, &visifac);
if (lamp->type == LA_SPOT) {
GPUNodeLink *inpr;
if (lamp->mode & LA_SQUARE) {
mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
- GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
+ GPU_link(mat, "lamp_visibility_spot_square",
+ GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
+ GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
}
else {
mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT;
- GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
+ GPU_link(mat, "lamp_visibility_spot_circle",
+ GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob),
GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr);
}
- GPU_link(mat, "lamp_visibility_spot", GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), inpr, visifac, &visifac);
+ GPU_link(mat, "lamp_visibility_spot",
+ GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob),
+ GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob),
+ inpr, visifac, &visifac);
}
GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac);
@@ -585,17 +612,21 @@ static void area_lamp_vectors(LampRen *lar)
}
#endif
-static void ramp_blend(GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type, GPUNodeLink **outcol)
+static void ramp_blend(
+ GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type,
+ GPUNodeLink **r_col)
{
static const char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub",
"mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light",
"mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat",
"mix_val", "mix_color", "mix_soft", "mix_linear"};
- GPU_link(mat, names[type], fac, col1, col2, outcol);
+ GPU_link(mat, names[type], fac, col1, col2, r_col);
}
-static void do_colorband_blend(GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type, GPUNodeLink *incol, GPUNodeLink **outcol)
+static void do_colorband_blend(
+ GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type,
+ GPUNodeLink *incol, GPUNodeLink **r_col)
{
GPUNodeLink *tmp, *alpha, *col;
float *array;
@@ -610,7 +641,7 @@ static void do_colorband_blend(GPUMaterial *mat, ColorBand *coba, GPUNodeLink *f
GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac);
/* blending method */
- ramp_blend(mat, fac, incol, col, type, outcol);
+ ramp_blend(mat, fac, incol, col, type, r_col);
}
static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
@@ -620,7 +651,7 @@ static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) {
if (ma->ramp_col) {
- if (ma->rampin_col==MA_RAMP_IN_RESULT) {
+ if (ma->rampin_col == MA_RAMP_IN_RESULT) {
GPUNodeLink *fac;
GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
@@ -631,7 +662,9 @@ static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff)
}
}
-static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb, GPUNodeLink **diff)
+static void add_to_diffuse(
+ GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb,
+ GPUNodeLink **r_diff)
{
GPUNodeLink *fac, *tmp, *addcol;
@@ -639,7 +672,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G
ma->ramp_col && (ma->mode & MA_RAMP_COL))
{
/* MA_RAMP_IN_RESULT is exceptional */
- if (ma->rampin_col==MA_RAMP_IN_RESULT) {
+ if (ma->rampin_col == MA_RAMP_IN_RESULT) {
addcol = shi->rgb;
}
else {
@@ -649,7 +682,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G
GPU_link(mat, "ramp_rgbtobw", rgb, &fac);
break;
case MA_RAMP_IN_SHADER:
- fac= is;
+ fac = is;
break;
case MA_RAMP_IN_NOR:
GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac);
@@ -667,7 +700,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G
addcol = shi->rgb;
/* output to */
- GPU_link(mat, "shade_madd", *diff, rgb, addcol, diff);
+ GPU_link(mat, "shade_madd", *r_diff, rgb, addcol, r_diff);
}
static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec)
@@ -737,10 +770,10 @@ static void shade_light_textures(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **
GPUNodeLink *tex_rgb;
GPU_link(mat, "shade_light_texture",
- GPU_builtin(GPU_VIEW_POSITION),
- GPU_image(mtex->tex->ima, &mtex->tex->iuser, false),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
- &tex_rgb);
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_image(mtex->tex->ima, &mtex->tex->iuser, false),
+ GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ &tex_rgb);
texture_rgb_blend(mat, tex_rgb, *rgb, GPU_uniform(&one), GPU_uniform(&mtex->colfac), mtex->blendtype, rgb);
}
}
@@ -779,22 +812,31 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if (lamp->type == LA_AREA) {
float area[4][4] = {{0.0f}}, areasize = 0.0f;
- mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_CO;
- GPU_link(mat, "shade_inp_area", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), vn, GPU_uniform((float*)area),
- GPU_uniform(&areasize), GPU_uniform(&lamp->k), &inp);
+ mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_CO;
+ GPU_link(mat, "shade_inp_area",
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob),
+ GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), vn,
+ GPU_uniform((float *)area),
+ GPU_uniform(&areasize),
+ GPU_uniform(&lamp->k), &inp);
}
is = inp; /* Lambert */
if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) {
if (ma->diff_shader == MA_DIFF_ORENNAYAR)
- GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is);
+ GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view,
+ GPU_uniform(&ma->roughness), &is);
else if (ma->diff_shader == MA_DIFF_TOON)
- GPU_link(mat, "shade_diffuse_toon", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
+ GPU_link(mat, "shade_diffuse_toon", vn, lv, view,
+ GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
else if (ma->diff_shader == MA_DIFF_MINNAERT)
- GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view, GPU_uniform(&ma->darkness), &is);
+ GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view,
+ GPU_uniform(&ma->darkness), &is);
else if (ma->diff_shader == MA_DIFF_FRESNEL)
- GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
+ GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view,
+ GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is);
}
}
@@ -807,7 +849,8 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
GPU_link(mat, "set_rgb", GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &lcol);
shade_light_textures(mat, lamp, &lcol);
- GPU_link(mat, "shade_mul_value_v3", GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), lcol, &lcol);
+ GPU_link(mat, "shade_mul_value_v3",
+ GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), lcol, &lcol);
#if 0
if (ma->mode & MA_TANGENT_VN)
@@ -823,17 +866,17 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_link(mat, "test_shadowbuf_vsm",
- GPU_builtin(GPU_VIEW_POSITION),
- GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
- GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), inp, &shadfac);
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
+ GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), inp, &shadfac);
}
else {
GPU_link(mat, "test_shadowbuf",
- GPU_builtin(GPU_VIEW_POSITION),
- GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
- GPU_uniform(&lamp->bias), inp, &shadfac);
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
+ GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ GPU_uniform(&lamp->bias), inp, &shadfac);
}
if (lamp->mode & LA_ONLYSHADOW) {
@@ -844,12 +887,13 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if (!(lamp->mode & LA_NO_DIFF)) {
GPU_link(mat, "shade_only_shadow_diffuse", shadrgb, shi->rgb,
- shr->diff, &shr->diff);
+ shr->diff, &shr->diff);
}
- if (!(lamp->mode & LA_NO_SPEC))
+ if (!(lamp->mode & LA_NO_SPEC)) {
GPU_link(mat, "shade_only_shadow_specular", shadrgb, shi->specrgb,
- shr->spec, &shr->spec);
+ shr->spec, &shr->spec);
+ }
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, shi->gpumat->ma);
@@ -888,16 +932,24 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
- if (ma->spec_shader == MA_SPEC_PHONG)
+ if (ma->spec_shader == MA_SPEC_PHONG) {
GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac);
- else if (ma->spec_shader == MA_SPEC_COOKTORR)
+ }
+ else if (ma->spec_shader == MA_SPEC_COOKTORR) {
GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac);
- else if (ma->spec_shader == MA_SPEC_BLINN)
- GPU_link(mat, "shade_blinn_spec", vn, lv, view, GPU_uniform(&ma->refrac), shi->har, &specfac);
- else if (ma->spec_shader == MA_SPEC_WARDISO)
- GPU_link(mat, "shade_wardiso_spec", vn, lv, view, GPU_uniform(&ma->rms), &specfac);
- else
- GPU_link(mat, "shade_toon_spec", vn, lv, view, GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac);
+ }
+ else if (ma->spec_shader == MA_SPEC_BLINN) {
+ GPU_link(mat, "shade_blinn_spec", vn, lv, view,
+ GPU_uniform(&ma->refrac), shi->har, &specfac);
+ }
+ else if (ma->spec_shader == MA_SPEC_WARDISO) {
+ GPU_link(mat, "shade_wardiso_spec", vn, lv, view,
+ GPU_uniform(&ma->rms), &specfac);
+ }
+ else {
+ GPU_link(mat, "shade_toon_spec", vn, lv, view,
+ GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac);
+ }
if (lamp->type == LA_AREA)
GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac);
@@ -963,96 +1015,100 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
GPU_link(shi->gpumat, "shade_clamp_positive", shr->diff, &shr->diff);
}
-static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in)
+static void texture_rgb_blend(
+ GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
+ int blendtype, GPUNodeLink **in)
{
switch (blendtype) {
- case MTEX_BLEND:
- GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in);
- break;
- case MTEX_MUL:
- GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in);
- break;
- case MTEX_SCREEN:
- GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in);
- break;
- case MTEX_OVERLAY:
- GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in);
- break;
- case MTEX_SUB:
- GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in);
- break;
- case MTEX_ADD:
- GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in);
- break;
- case MTEX_DIV:
- GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in);
- break;
- case MTEX_DIFF:
- GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in);
- break;
- case MTEX_DARK:
- GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in);
- break;
- case MTEX_LIGHT:
- GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in);
- break;
- case MTEX_BLEND_HUE:
- GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in);
- break;
- case MTEX_BLEND_SAT:
- GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in);
- break;
- case MTEX_BLEND_VAL:
- GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in);
- break;
- case MTEX_BLEND_COLOR:
- GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in);
- break;
- case MTEX_SOFT_LIGHT:
- GPU_link(mat, "mtex_rgb_soft", out, tex, fact, facg, in);
- break;
- case MTEX_LIN_LIGHT:
- GPU_link(mat, "mtex_rgb_linear", out, tex, fact, facg, in);
- break;
- default:
- GPU_link(mat, "set_rgb_zero", &in);
- break;
+ case MTEX_BLEND:
+ GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in);
+ break;
+ case MTEX_MUL:
+ GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in);
+ break;
+ case MTEX_SCREEN:
+ GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in);
+ break;
+ case MTEX_OVERLAY:
+ GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in);
+ break;
+ case MTEX_SUB:
+ GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in);
+ break;
+ case MTEX_ADD:
+ GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in);
+ break;
+ case MTEX_DIV:
+ GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in);
+ break;
+ case MTEX_DIFF:
+ GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in);
+ break;
+ case MTEX_DARK:
+ GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in);
+ break;
+ case MTEX_LIGHT:
+ GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_HUE:
+ GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_SAT:
+ GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_VAL:
+ GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in);
+ break;
+ case MTEX_BLEND_COLOR:
+ GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in);
+ break;
+ case MTEX_SOFT_LIGHT:
+ GPU_link(mat, "mtex_rgb_soft", out, tex, fact, facg, in);
+ break;
+ case MTEX_LIN_LIGHT:
+ GPU_link(mat, "mtex_rgb_linear", out, tex, fact, facg, in);
+ break;
+ default:
+ GPU_link(mat, "set_rgb_zero", &in);
+ break;
}
}
-static void texture_value_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in)
+static void texture_value_blend(
+ GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
+ int blendtype, GPUNodeLink **in)
{
switch (blendtype) {
- case MTEX_BLEND:
- GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in);
- break;
- case MTEX_MUL:
- GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, in);
- break;
- case MTEX_SCREEN:
- GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, in);
- break;
- case MTEX_SUB:
- GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, in);
- break;
- case MTEX_ADD:
- GPU_link(mat, "mtex_value_add", out, tex, fact, facg, in);
- break;
- case MTEX_DIV:
- GPU_link(mat, "mtex_value_div", out, tex, fact, facg, in);
- break;
- case MTEX_DIFF:
- GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, in);
- break;
- case MTEX_DARK:
- GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, in);
- break;
- case MTEX_LIGHT:
- GPU_link(mat, "mtex_value_light", out, tex, fact, facg, in);
- break;
- default:
- GPU_link(mat, "set_value_zero", &in);
- break;
+ case MTEX_BLEND:
+ GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in);
+ break;
+ case MTEX_MUL:
+ GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, in);
+ break;
+ case MTEX_SCREEN:
+ GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, in);
+ break;
+ case MTEX_SUB:
+ GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, in);
+ break;
+ case MTEX_ADD:
+ GPU_link(mat, "mtex_value_add", out, tex, fact, facg, in);
+ break;
+ case MTEX_DIV:
+ GPU_link(mat, "mtex_value_div", out, tex, fact, facg, in);
+ break;
+ case MTEX_DIFF:
+ GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, in);
+ break;
+ case MTEX_DARK:
+ GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, in);
+ break;
+ case MTEX_LIGHT:
+ GPU_link(mat, "mtex_value_light", out, tex, fact, facg, in);
+ break;
+ default:
+ GPU_link(mat, "set_value_zero", &in);
+ break;
}
}
@@ -1174,9 +1230,9 @@ static void do_material_tex(GPUShadeInput *shi)
}
/* mapping */
- if (mtex->mapto & (MAP_COL+MAP_COLSPEC)) {
+ if (mtex->mapto & (MAP_COL + MAP_COLSPEC)) {
/* stencil maps on the texture control slider, not texture intensity value */
- if ((rgbnor & TEX_RGB)==0) {
+ if ((rgbnor & TEX_RGB) == 0) {
GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol);
}
else {
@@ -1228,12 +1284,15 @@ static void do_material_tex(GPUShadeInput *shi)
if (iFirstTimeNMap != 0) {
// use unnormalized normal (this is how we bake it - closer to gamedev)
GPUNodeLink *vNegNorm;
- GPU_link(mat, "vec_math_negate", GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm);
- GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor);
+ GPU_link(mat, "vec_math_negate",
+ GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm);
+ GPU_link(mat, "mtex_nspace_tangent",
+ GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor);
iFirstTimeNMap = 0;
}
else { /* otherwise use accumulated perturbations */
- GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
+ GPU_link(mat, "mtex_nspace_tangent",
+ GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor);
}
}
else if (mtex->normapspace == MTEX_NSPACE_OBJECT) {
@@ -1264,7 +1323,9 @@ static void do_material_tex(GPUShadeInput *shi)
}
}
- else if ((mtex->texflag & (MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP)) || found_deriv_map) {
+ else if (found_deriv_map ||
+ (mtex->texflag & (MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP)))
+ {
/* ntap bumpmap image */
int iBumpSpace;
float ima_x, ima_y;
@@ -1333,7 +1394,10 @@ static void do_material_tex(GPUShadeInput *shi)
if (mtex->texflag & MTEX_BUMP_OBJECTSPACE)
GPU_link(mat, "mtex_bump_init_objspace",
surf_pos, vNorg,
- GPU_builtin(GPU_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
+ GPU_builtin(GPU_VIEW_MATRIX),
+ GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+ GPU_builtin(GPU_OBJECT_MATRIX),
+ GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
fPrevMagnitude, vNacc,
&fPrevMagnitude, &vNacc,
&vR1, &vR2, &fDet);
@@ -1358,7 +1422,8 @@ static void do_material_tex(GPUShadeInput *shi)
if (found_deriv_map) {
GPU_link(mat, "mtex_bump_deriv",
- texco, GPU_image(tex->ima, &tex->iuser, true), GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac,
+ texco, GPU_image(tex->ima, &tex->iuser, true),
+ GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac,
&dBs, &dBt);
}
else if (mtex->texflag & MTEX_3TAP_BUMP)
@@ -1388,7 +1453,8 @@ static void do_material_tex(GPUShadeInput *shi)
GPU_link(mat, "mtex_bump_apply_texspace",
fDet, dBs, dBt, vR1, vR2,
GPU_image(tex->ima, &tex->iuser, true), texco,
- GPU_uniform(&imag_tspace_dimension_x), GPU_uniform(&imag_tspace_dimension_y), vNacc,
+ GPU_uniform(&imag_tspace_dimension_x),
+ GPU_uniform(&imag_tspace_dimension_y), vNacc,
&vNacc, &shi->vn);
}
else
@@ -1416,7 +1482,9 @@ static void do_material_tex(GPUShadeInput *shi)
if (mtex->difffac == 1.0f) difffac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->difffac), stencil, &difffac);
- texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac, mtex->blendtype, &shi->refl);
+ texture_value_blend(
+ mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac,
+ mtex->blendtype, &shi->refl);
GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) {
@@ -1425,7 +1493,9 @@ static void do_material_tex(GPUShadeInput *shi)
if (mtex->specfac == 1.0f) specfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->specfac), stencil, &specfac);
- texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac, mtex->blendtype, &shi->spec);
+ texture_value_blend(
+ mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac,
+ mtex->blendtype, &shi->spec);
GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) {
@@ -1434,7 +1504,9 @@ static void do_material_tex(GPUShadeInput *shi)
if (mtex->emitfac == 1.0f) emitfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->emitfac), stencil, &emitfac);
- texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac, mtex->blendtype, &shi->emit);
+ texture_value_blend(
+ mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac,
+ mtex->blendtype, &shi->emit);
GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) {
@@ -1444,7 +1516,9 @@ static void do_material_tex(GPUShadeInput *shi)
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->hardfac), stencil, &hardfac);
GPU_link(mat, "mtex_har_divide", shi->har, &shi->har);
- texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac, mtex->blendtype, &shi->har);
+ texture_value_blend(
+ mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac,
+ mtex->blendtype, &shi->har);
GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har);
}
if (mtex->mapto & MAP_ALPHA) {
@@ -1453,7 +1527,9 @@ static void do_material_tex(GPUShadeInput *shi)
if (mtex->alphafac == 1.0f) alphafac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->alphafac), stencil, &alphafac);
- texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac, mtex->blendtype, &shi->alpha);
+ texture_value_blend(
+ mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac,
+ mtex->blendtype, &shi->alpha);
GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha);
}
if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) {
@@ -1462,7 +1538,9 @@ static void do_material_tex(GPUShadeInput *shi)
if (mtex->ambfac == 1.0f) ambfac = stencil;
else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->ambfac), stencil, &ambfac);
- texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac, mtex->blendtype, &shi->amb);
+ texture_value_blend(
+ mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac,
+ mtex->blendtype, &shi->amb);
GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb);
}
}
@@ -1491,7 +1569,7 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi)
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, NULL), &shi->refl);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, NULL), &shi->spec);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, NULL), &shi->emit);
- GPU_link(mat, "set_value", GPU_dynamic_uniform((float*)&ma->har, GPU_DYNAMIC_MAT_HARD, NULL), &shi->har);
+ GPU_link(mat, "set_value", GPU_dynamic_uniform((float *)&ma->har, GPU_DYNAMIC_MAT_HARD, NULL), &shi->har);
GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, NULL), &shi->amb);
GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra);
GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view);
@@ -1550,7 +1628,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
}
else {
if (GPU_link_changed(shi->emit) || ma->emit != 0.0f) {
- if ((ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP)) == MA_VERTEXCOL) {
+ if ((ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == MA_VERTEXCOL) {
GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit);
GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff);
}
@@ -1591,10 +1669,11 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
}
}
- if (ma->mode & MA_TRANSP && (ma->mode & (MA_ZTRANSP|MA_RAYTRANSP))) {
- if (GPU_link_changed(shi->spectra) || ma->spectra != 0.0f)
+ if (ma->mode & MA_TRANSP && (ma->mode & (MA_ZTRANSP | MA_RAYTRANSP))) {
+ if (GPU_link_changed(shi->spectra) || ma->spectra != 0.0f) {
GPU_link(mat, "alpha_spec_correction", shr->spec, shi->spectra,
- shi->alpha, &shr->alpha);
+ shi->alpha, &shr->alpha);
+ }
}
if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined);
@@ -1651,7 +1730,8 @@ static GPUNodeLink *gpu_material_diffuse_bsdf(GPUMaterial *mat, Material *ma)
static float roughness = 0.0f;
GPUNodeLink *outlink;
- GPU_link(mat, "node_bsdf_diffuse", GPU_uniform(&ma->r), GPU_uniform(&roughness), GPU_builtin(GPU_VIEW_NORMAL), &outlink);
+ GPU_link(mat, "node_bsdf_diffuse",
+ GPU_uniform(&ma->r), GPU_uniform(&roughness), GPU_builtin(GPU_VIEW_NORMAL), &outlink);
return outlink;
}
@@ -1664,7 +1744,8 @@ static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma)
* matcap normal holds the normal remapped to the 0.0 - 1.0 range. To take advantage of flat shading, we abuse
* the built in secondary color of opengl. Color is just the regular color, which should include mask value too.
* This also needs flat shading so we use the primary opengl color built-in */
- GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview), GPU_opengl_builtin(GPU_MATCAP_NORMAL), GPU_opengl_builtin(GPU_COLOR), &outlink);
+ GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview),
+ GPU_opengl_builtin(GPU_MATCAP_NORMAL), GPU_opengl_builtin(GPU_COLOR), &outlink);
return outlink;
}
@@ -1677,7 +1758,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv
LinkData *link;
for (link = ma->gpumaterial.first; link; link = link->next) {
- GPUMaterial *current_material = (GPUMaterial*)link->data;
+ GPUMaterial *current_material = (GPUMaterial *)link->data;
if (current_material->scene == scene &&
current_material->is_opensubdiv == use_opensubdiv)
{
@@ -1719,7 +1800,7 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
GPUMaterial *mat;
for (link = wo->gpumaterial.first; link; link = link->next)
- if (((GPUMaterial*)link->data)->scene == scene)
+ if (((GPUMaterial *)link->data)->scene == scene)
return link->data;
/* allocate material */
@@ -1759,7 +1840,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_open
LinkData *link;
for (link = ma->gpumaterial.first; link; link = link->next) {
- GPUMaterial *current_material = (GPUMaterial*)link->data;
+ GPUMaterial *current_material = (GPUMaterial *)link->data;
if (current_material->scene == scene &&
current_material->is_opensubdiv == use_opensubdiv)
{
@@ -1986,7 +2067,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
LinkData *link;
for (link = ob->gpulamp.first; link; link = link->next) {
- lamp = (GPULamp*)link->data;
+ lamp = (GPULamp *)link->data;
if (lamp->par == par && lamp->scene == scene)
return link->data;
@@ -2001,7 +2082,9 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
la = ob->data;
gpu_lamp_from_blender(scene, ob, par, la, lamp);
- if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) || (la->type == LA_SUN && (la->mode & LA_SHAD_RAY))) {
+ if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
+ (la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
+ {
/* opengl */
lamp->fb = GPU_framebuffer_create();
if (!lamp->fb) {
@@ -2194,47 +2277,49 @@ int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
- if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW)))
+ if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
return lamp->lay;
else
return -1;
}
-GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow, GPUNodeLink **energy)
+GPUNodeLink *GPU_lamp_get_data(
+ GPUMaterial *mat, GPULamp *lamp,
+ GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy)
{
GPUNodeLink *visifac;
- *col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
- *energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob);
- visifac = lamp_get_visibility(mat, lamp, lv, dist);
+ *r_col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
+ *r_energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob);
+ visifac = lamp_get_visibility(mat, lamp, r_lv, r_dist);
- shade_light_textures(mat, lamp, col);
+ shade_light_textures(mat, lamp, r_col);
if (GPU_lamp_has_shadow_buffer(lamp)) {
GPUNodeLink *vn, *inp;
GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &vn);
- GPU_link(mat, "shade_inp", vn, *lv, &inp);
+ GPU_link(mat, "shade_inp", vn, *r_lv, &inp);
mat->dynproperty |= DYN_LAMP_PERSMAT;
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_link(mat, "shadows_only_vsm",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias),
- GPU_uniform(lamp->shadow_color), inp, shadow);
+ GPU_uniform(lamp->shadow_color), inp, r_shadow);
}
else {
GPU_link(mat, "shadows_only",
GPU_builtin(GPU_VIEW_POSITION),
GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
- GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, shadow);
+ GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, r_shadow);
}
}
else {
- GPU_link(mat, "set_rgb_one", shadow);
+ GPU_link(mat, "set_rgb_one", r_shadow);
}
/* ensure shadow buffer and lamp textures will be updated */
@@ -2268,7 +2353,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
/* TODO(sergey): How to determine whether we need OSD or not here? */
GPUMaterial *mat = GPU_material_from_blender(scene, ma, false);
- GPUPass *pass = (mat)? mat->pass: NULL;
+ GPUPass *pass = (mat) ? mat->pass : NULL;
if (pass && pass->fragmentcode && pass->vertexcode) {
shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport");
@@ -2291,60 +2376,60 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
switch (input->textype) {
- case GPU_SHADOW2D:
- uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW;
- uniform->lamp = input->dynamicdata;
- break;
- case GPU_TEX2D:
- if (GPU_texture_opengl_bindcode(input->tex)) {
- uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER;
- glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
- uniform->texsize = GPU_texture_width(input->tex) * GPU_texture_height(input->tex);
- uniform->texpixels = MEM_mallocN(uniform->texsize*4, "RGBApixels");
- glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- break;
-
- case GPU_NONE:
- case GPU_FLOAT:
- case GPU_VEC2:
- case GPU_VEC3:
- case GPU_VEC4:
- case GPU_MAT3:
- case GPU_MAT4:
- case GPU_ATTRIB:
- break;
+ case GPU_SHADOW2D:
+ uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW;
+ uniform->lamp = input->dynamicdata;
+ break;
+ case GPU_TEX2D:
+ if (GPU_texture_opengl_bindcode(input->tex)) {
+ uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER;
+ glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
+ uniform->texsize = GPU_texture_width(input->tex) * GPU_texture_height(input->tex);
+ uniform->texpixels = MEM_mallocN(uniform->texsize * 4, "RGBApixels");
+ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ break;
+
+ case GPU_NONE:
+ case GPU_FLOAT:
+ case GPU_VEC2:
+ case GPU_VEC3:
+ case GPU_VEC4:
+ case GPU_MAT3:
+ case GPU_MAT4:
+ case GPU_ATTRIB:
+ break;
}
}
else {
uniform->type = input->dynamictype;
BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
switch (input->type) {
- case GPU_FLOAT:
- uniform->datatype = GPU_DATA_1F;
- break;
- case GPU_VEC2:
- uniform->datatype = GPU_DATA_2F;
- break;
- case GPU_VEC3:
- uniform->datatype = GPU_DATA_3F;
- break;
- case GPU_VEC4:
- uniform->datatype = GPU_DATA_4F;
- break;
- case GPU_MAT3:
- uniform->datatype = GPU_DATA_9F;
- break;
- case GPU_MAT4:
- uniform->datatype = GPU_DATA_16F;
- break;
-
- case GPU_NONE:
- case GPU_TEX2D:
- case GPU_SHADOW2D:
- case GPU_ATTRIB:
- break;
+ case GPU_FLOAT:
+ uniform->datatype = GPU_DATA_1F;
+ break;
+ case GPU_VEC2:
+ uniform->datatype = GPU_DATA_2F;
+ break;
+ case GPU_VEC3:
+ uniform->datatype = GPU_DATA_3F;
+ break;
+ case GPU_VEC4:
+ uniform->datatype = GPU_DATA_4F;
+ break;
+ case GPU_MAT3:
+ uniform->datatype = GPU_DATA_9F;
+ break;
+ case GPU_MAT4:
+ uniform->datatype = GPU_DATA_16F;
+ break;
+
+ case GPU_NONE:
+ case GPU_TEX2D:
+ case GPU_SHADOW2D:
+ case GPU_ATTRIB:
+ break;
}
if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_LAMP)
@@ -2386,20 +2471,20 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid);
switch (attribute->type) {
- case CD_TANGENT:
- attribute->datatype = GPU_DATA_4F;
- break;
- case CD_MTFACE:
- attribute->datatype = GPU_DATA_2F;
- attribute->name = mat->attribs.layer[i].name;
- break;
- case CD_MCOL:
- attribute->datatype = GPU_DATA_4UB;
- attribute->name = mat->attribs.layer[i].name;
- break;
- case CD_ORCO:
- attribute->datatype = GPU_DATA_3F;
- break;
+ case CD_TANGENT:
+ attribute->datatype = GPU_DATA_4F;
+ break;
+ case CD_MTFACE:
+ attribute->datatype = GPU_DATA_2F;
+ attribute->name = mat->attribs.layer[i].name;
+ break;
+ case CD_MCOL:
+ attribute->datatype = GPU_DATA_4UB;
+ attribute->name = mat->attribs.layer[i].name;
+ break;
+ case CD_ORCO:
+ attribute->datatype = GPU_DATA_3F;
+ break;
}
if (attribute->datatype != GPU_DATA_NONE)