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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-25 15:58:23 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-25 17:19:47 +0400
commitab9822eff8865846d3c7ef81ff30cc35cb48ae0c (patch)
tree0955c1502f6f0327f59a3dd430c251378ba64c7c /source/blender/gpu/intern/gpu_material.c
parent33bc6a3959b4f59f6ded304b5db06733653051cd (diff)
Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c47
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index ed7a2f4ede0..8e7194bb4a1 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -355,6 +355,11 @@ int GPU_material_bound(GPUMaterial *material)
return material->bound;
}
+Scene *GPU_material_scene(GPUMaterial *material)
+{
+ return material->scene;
+}
+
void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
{
*attribs = material->attribs;
@@ -1953,6 +1958,48 @@ int GPU_lamp_shadow_layer(GPULamp *lamp)
return -1;
}
+GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow)
+{
+ GPUNodeLink *visifac;
+
+ *col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
+ visifac = lamp_get_visibility(mat, lamp, lv, dist);
+ shade_light_textures(mat, lamp, 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);
+ 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_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias),
+ GPU_uniform(lamp->shadow_color), inp, 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);
+ }
+ }
+ else {
+ GPU_link(mat, "set_rgb_one", shadow);
+ }
+
+ /* ensure shadow buffer and lamp textures will be updated */
+ add_user_list(&mat->lamps, lamp);
+ add_user_list(&lamp->materials, mat->ma);
+
+ return visifac;
+}
+
/* export the GLSL shader */
GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)