diff options
author | Alexander Romanov <a.romanov@blend4web.com> | 2017-04-14 18:13:44 +0300 |
---|---|---|
committer | Alexander Romanov <a.romanov@blend4web.com> | 2017-04-14 18:15:57 +0300 |
commit | 78b5d66af8e29ddfd234fb07bd36be785702901e (patch) | |
tree | 0228aec9133f4045f196b04fbb51e5f8318b2ec4 /source/blender/gpu/intern/gpu_material.c | |
parent | 6fc7521adeec11fa9e68f77a30924d5ff05819a4 (diff) |
Object Info node support for GLSL mode and the internal render
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index d3ea8e13691..1f3ae7f708a 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -122,6 +122,8 @@ struct GPUMaterial { int partvel; int partangvel; + int objectinfoloc; + ListBase lamps; bool bound; @@ -268,6 +270,8 @@ static int gpu_material_construct_end(GPUMaterial *material, const char *passnam material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY)); if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY)); + if (material->builtins & GPU_OBJECT_INFO) + material->objectinfoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_INFO)); return 1; } else { @@ -398,9 +402,14 @@ void GPU_material_bind( } } +GPUBuiltin GPU_get_material_builtins(GPUMaterial *material) +{ + return material->builtins; +} + void GPU_material_bind_uniforms( GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4], - float autobumpscale, GPUParticleInfo *pi) + float autobumpscale, GPUParticleInfo *pi, float object_info[3]) { if (material->pass) { GPUShader *shader = GPU_pass_shader(material->pass); @@ -449,6 +458,9 @@ void GPU_material_bind_uniforms( if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) { GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity); } + if (material->builtins & GPU_OBJECT_INFO) { + GPU_shader_uniform_vector(shader, material->objectinfoloc, 3, 1, object_info); + } } } |