diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-12 14:48:44 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-15 22:33:16 +0300 |
commit | 007f1b74a67302fb4c164eb26969419434a98aee (patch) | |
tree | f56ba0eecbbc11fc22e6a47aa0d76582e553e3da /source/blender/gpu/intern/gpu_material_library.c | |
parent | 6701db773e660e5306e305a1b10f8ea52955f06b (diff) |
Cleanup: split off code from gpu_codegen.c into smaller files
Diffstat (limited to 'source/blender/gpu/intern/gpu_material_library.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material_library.c | 882 |
1 files changed, 882 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_material_library.c b/source/blender/gpu/intern/gpu_material_library.c new file mode 100644 index 00000000000..e7ec1bb12a2 --- /dev/null +++ b/source/blender/gpu/intern/gpu_material_library.c @@ -0,0 +1,882 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * GPU material library parsing and code generation. + */ + +#include <string.h> + +#include "MEM_guardedalloc.h" + +#include "BLI_utildefines.h" +#include "BLI_dynstr.h" +#include "BLI_ghash.h" +#include "BLI_string.h" + +#include "gpu_material_library.h" + +/* List of all gpu_shader_material_*.glsl files used by GLSL materials. These + * will be parsed to make all functions in them available to use for GPU_link(). + * + * If a file uses functions from another file, it must be added to the list of + * dependencies, and be placed after that file in the list. */ + +extern char datatoc_gpu_shader_material_add_shader_glsl[]; +extern char datatoc_gpu_shader_material_ambient_occlusion_glsl[]; +extern char datatoc_gpu_shader_material_anisotropic_glsl[]; +extern char datatoc_gpu_shader_material_attribute_glsl[]; +extern char datatoc_gpu_shader_material_background_glsl[]; +extern char datatoc_gpu_shader_material_bevel_glsl[]; +extern char datatoc_gpu_shader_material_blackbody_glsl[]; +extern char datatoc_gpu_shader_material_bright_contrast_glsl[]; +extern char datatoc_gpu_shader_material_bump_glsl[]; +extern char datatoc_gpu_shader_material_camera_glsl[]; +extern char datatoc_gpu_shader_material_clamp_glsl[]; +extern char datatoc_gpu_shader_material_color_ramp_glsl[]; +extern char datatoc_gpu_shader_material_color_util_glsl[]; +extern char datatoc_gpu_shader_material_combine_hsv_glsl[]; +extern char datatoc_gpu_shader_material_combine_rgb_glsl[]; +extern char datatoc_gpu_shader_material_combine_xyz_glsl[]; +extern char datatoc_gpu_shader_material_diffuse_glsl[]; +extern char datatoc_gpu_shader_material_displacement_glsl[]; +extern char datatoc_gpu_shader_material_eevee_specular_glsl[]; +extern char datatoc_gpu_shader_material_emission_glsl[]; +extern char datatoc_gpu_shader_material_fractal_noise_glsl[]; +extern char datatoc_gpu_shader_material_fresnel_glsl[]; +extern char datatoc_gpu_shader_material_gamma_glsl[]; +extern char datatoc_gpu_shader_material_geometry_glsl[]; +extern char datatoc_gpu_shader_material_glass_glsl[]; +extern char datatoc_gpu_shader_material_glossy_glsl[]; +extern char datatoc_gpu_shader_material_hair_info_glsl[]; +extern char datatoc_gpu_shader_material_hash_glsl[]; +extern char datatoc_gpu_shader_material_holdout_glsl[]; +extern char datatoc_gpu_shader_material_hue_sat_val_glsl[]; +extern char datatoc_gpu_shader_material_invert_glsl[]; +extern char datatoc_gpu_shader_material_layer_weight_glsl[]; +extern char datatoc_gpu_shader_material_light_falloff_glsl[]; +extern char datatoc_gpu_shader_material_light_path_glsl[]; +extern char datatoc_gpu_shader_material_mapping_glsl[]; +extern char datatoc_gpu_shader_material_map_range_glsl[]; +extern char datatoc_gpu_shader_material_math_glsl[]; +extern char datatoc_gpu_shader_material_math_util_glsl[]; +extern char datatoc_gpu_shader_material_mix_rgb_glsl[]; +extern char datatoc_gpu_shader_material_mix_shader_glsl[]; +extern char datatoc_gpu_shader_material_noise_glsl[]; +extern char datatoc_gpu_shader_material_normal_glsl[]; +extern char datatoc_gpu_shader_material_normal_map_glsl[]; +extern char datatoc_gpu_shader_material_object_info_glsl[]; +extern char datatoc_gpu_shader_material_output_material_glsl[]; +extern char datatoc_gpu_shader_material_output_world_glsl[]; +extern char datatoc_gpu_shader_material_particle_info_glsl[]; +extern char datatoc_gpu_shader_material_principled_glsl[]; +extern char datatoc_gpu_shader_material_refraction_glsl[]; +extern char datatoc_gpu_shader_material_rgb_curves_glsl[]; +extern char datatoc_gpu_shader_material_rgb_to_bw_glsl[]; +extern char datatoc_gpu_shader_material_separate_hsv_glsl[]; +extern char datatoc_gpu_shader_material_separate_rgb_glsl[]; +extern char datatoc_gpu_shader_material_separate_xyz_glsl[]; +extern char datatoc_gpu_shader_material_set_glsl[]; +extern char datatoc_gpu_shader_material_shader_to_rgba_glsl[]; +extern char datatoc_gpu_shader_material_squeeze_glsl[]; +extern char datatoc_gpu_shader_material_subsurface_scattering_glsl[]; +extern char datatoc_gpu_shader_material_tangent_glsl[]; +extern char datatoc_gpu_shader_material_tex_brick_glsl[]; +extern char datatoc_gpu_shader_material_tex_checker_glsl[]; +extern char datatoc_gpu_shader_material_tex_environment_glsl[]; +extern char datatoc_gpu_shader_material_tex_gradient_glsl[]; +extern char datatoc_gpu_shader_material_tex_image_glsl[]; +extern char datatoc_gpu_shader_material_tex_magic_glsl[]; +extern char datatoc_gpu_shader_material_tex_musgrave_glsl[]; +extern char datatoc_gpu_shader_material_tex_noise_glsl[]; +extern char datatoc_gpu_shader_material_tex_sky_glsl[]; +extern char datatoc_gpu_shader_material_texture_coordinates_glsl[]; +extern char datatoc_gpu_shader_material_tex_voronoi_glsl[]; +extern char datatoc_gpu_shader_material_tex_wave_glsl[]; +extern char datatoc_gpu_shader_material_tex_white_noise_glsl[]; +extern char datatoc_gpu_shader_material_toon_glsl[]; +extern char datatoc_gpu_shader_material_translucent_glsl[]; +extern char datatoc_gpu_shader_material_transparent_glsl[]; +extern char datatoc_gpu_shader_material_uv_map_glsl[]; +extern char datatoc_gpu_shader_material_vector_curves_glsl[]; +extern char datatoc_gpu_shader_material_vector_displacement_glsl[]; +extern char datatoc_gpu_shader_material_vector_math_glsl[]; +extern char datatoc_gpu_shader_material_velvet_glsl[]; +extern char datatoc_gpu_shader_material_vertex_color_glsl[]; +extern char datatoc_gpu_shader_material_volume_absorption_glsl[]; +extern char datatoc_gpu_shader_material_volume_info_glsl[]; +extern char datatoc_gpu_shader_material_volume_principled_glsl[]; +extern char datatoc_gpu_shader_material_volume_scatter_glsl[]; +extern char datatoc_gpu_shader_material_wireframe_glsl[]; +extern char datatoc_gpu_shader_material_world_normals_glsl[]; + +static GPUMaterialLibrary gpu_shader_material_math_util_library = { + .code = datatoc_gpu_shader_material_math_util_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_color_util_library = { + .code = datatoc_gpu_shader_material_color_util_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_hash_library = { + .code = datatoc_gpu_shader_material_hash_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_noise_library = { + .code = datatoc_gpu_shader_material_noise_glsl, + .dependencies = {&gpu_shader_material_hash_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = { + .code = datatoc_gpu_shader_material_fractal_noise_glsl, + .dependencies = {&gpu_shader_material_noise_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_add_shader_library = { + .code = datatoc_gpu_shader_material_add_shader_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_ambient_occlusion_library = { + .code = datatoc_gpu_shader_material_ambient_occlusion_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_glossy_library = { + .code = datatoc_gpu_shader_material_glossy_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_anisotropic_library = { + .code = datatoc_gpu_shader_material_anisotropic_glsl, + .dependencies = {&gpu_shader_material_glossy_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_attribute_library = { + .code = datatoc_gpu_shader_material_attribute_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_background_library = { + .code = datatoc_gpu_shader_material_background_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_bevel_library = { + .code = datatoc_gpu_shader_material_bevel_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_blackbody_library = { + .code = datatoc_gpu_shader_material_blackbody_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_bright_contrast_library = { + .code = datatoc_gpu_shader_material_bright_contrast_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_bump_library = { + .code = datatoc_gpu_shader_material_bump_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_camera_library = { + .code = datatoc_gpu_shader_material_camera_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_clamp_library = { + .code = datatoc_gpu_shader_material_clamp_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_color_ramp_library = { + .code = datatoc_gpu_shader_material_color_ramp_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_combine_hsv_library = { + .code = datatoc_gpu_shader_material_combine_hsv_glsl, + .dependencies = {&gpu_shader_material_color_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_combine_rgb_library = { + .code = datatoc_gpu_shader_material_combine_rgb_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_combine_xyz_library = { + .code = datatoc_gpu_shader_material_combine_xyz_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_diffuse_library = { + .code = datatoc_gpu_shader_material_diffuse_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_displacement_library = { + .code = datatoc_gpu_shader_material_displacement_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_eevee_specular_library = { + .code = datatoc_gpu_shader_material_eevee_specular_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_emission_library = { + .code = datatoc_gpu_shader_material_emission_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_fresnel_library = { + .code = datatoc_gpu_shader_material_fresnel_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_gamma_library = { + .code = datatoc_gpu_shader_material_gamma_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tangent_library = { + .code = datatoc_gpu_shader_material_tangent_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_geometry_library = { + .code = datatoc_gpu_shader_material_geometry_glsl, + .dependencies = {&gpu_shader_material_tangent_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_glass_library = { + .code = datatoc_gpu_shader_material_glass_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_hair_info_library = { + .code = datatoc_gpu_shader_material_hair_info_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_holdout_library = { + .code = datatoc_gpu_shader_material_holdout_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_hue_sat_val_library = { + .code = datatoc_gpu_shader_material_hue_sat_val_glsl, + .dependencies = {&gpu_shader_material_color_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_invert_library = { + .code = datatoc_gpu_shader_material_invert_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_layer_weight_library = { + .code = datatoc_gpu_shader_material_layer_weight_glsl, + .dependencies = {&gpu_shader_material_fresnel_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_light_falloff_library = { + .code = datatoc_gpu_shader_material_light_falloff_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_light_path_library = { + .code = datatoc_gpu_shader_material_light_path_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_mapping_library = { + .code = datatoc_gpu_shader_material_mapping_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_map_range_library = { + .code = datatoc_gpu_shader_material_map_range_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_math_library = { + .code = datatoc_gpu_shader_material_math_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_mix_rgb_library = { + .code = datatoc_gpu_shader_material_mix_rgb_glsl, + .dependencies = {&gpu_shader_material_color_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_mix_shader_library = { + .code = datatoc_gpu_shader_material_mix_shader_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_normal_library = { + .code = datatoc_gpu_shader_material_normal_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_normal_map_library = { + .code = datatoc_gpu_shader_material_normal_map_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_object_info_library = { + .code = datatoc_gpu_shader_material_object_info_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_output_material_library = { + .code = datatoc_gpu_shader_material_output_material_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_output_world_library = { + .code = datatoc_gpu_shader_material_output_world_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_particle_info_library = { + .code = datatoc_gpu_shader_material_particle_info_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_principled_library = { + .code = datatoc_gpu_shader_material_principled_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_refraction_library = { + .code = datatoc_gpu_shader_material_refraction_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_rgb_curves_library = { + .code = datatoc_gpu_shader_material_rgb_curves_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_rgb_to_bw_library = { + .code = datatoc_gpu_shader_material_rgb_to_bw_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_separate_hsv_library = { + .code = datatoc_gpu_shader_material_separate_hsv_glsl, + .dependencies = {&gpu_shader_material_color_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_separate_rgb_library = { + .code = datatoc_gpu_shader_material_separate_rgb_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_separate_xyz_library = { + .code = datatoc_gpu_shader_material_separate_xyz_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_set_library = { + .code = datatoc_gpu_shader_material_set_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_shader_to_rgba_library = { + .code = datatoc_gpu_shader_material_shader_to_rgba_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_squeeze_library = { + .code = datatoc_gpu_shader_material_squeeze_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_subsurface_scattering_library = { + .code = datatoc_gpu_shader_material_subsurface_scattering_glsl, + .dependencies = {&gpu_shader_material_diffuse_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_brick_library = { + .code = datatoc_gpu_shader_material_tex_brick_glsl, + .dependencies = {&gpu_shader_material_math_util_library, + &gpu_shader_material_hash_library, + NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_checker_library = { + .code = datatoc_gpu_shader_material_tex_checker_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_environment_library = { + .code = datatoc_gpu_shader_material_tex_environment_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_gradient_library = { + .code = datatoc_gpu_shader_material_tex_gradient_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_image_library = { + .code = datatoc_gpu_shader_material_tex_image_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_magic_library = { + .code = datatoc_gpu_shader_material_tex_magic_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_musgrave_library = { + .code = datatoc_gpu_shader_material_tex_musgrave_glsl, + .dependencies = {&gpu_shader_material_noise_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_noise_library = { + .code = datatoc_gpu_shader_material_tex_noise_glsl, + .dependencies = {&gpu_shader_material_fractal_noise_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_sky_library = { + .code = datatoc_gpu_shader_material_tex_sky_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = { + .code = datatoc_gpu_shader_material_texture_coordinates_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = { + .code = datatoc_gpu_shader_material_tex_voronoi_glsl, + .dependencies = {&gpu_shader_material_math_util_library, + &gpu_shader_material_hash_library, + NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_wave_library = { + .code = datatoc_gpu_shader_material_tex_wave_glsl, + .dependencies = {&gpu_shader_material_fractal_noise_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_tex_white_noise_library = { + .code = datatoc_gpu_shader_material_tex_white_noise_glsl, + .dependencies = {&gpu_shader_material_hash_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_toon_library = { + .code = datatoc_gpu_shader_material_toon_glsl, + .dependencies = {&gpu_shader_material_diffuse_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_translucent_library = { + .code = datatoc_gpu_shader_material_translucent_glsl, + .dependencies = {&gpu_shader_material_diffuse_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_transparent_library = { + .code = datatoc_gpu_shader_material_transparent_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_uv_map_library = { + .code = datatoc_gpu_shader_material_uv_map_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_vector_curves_library = { + .code = datatoc_gpu_shader_material_vector_curves_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_vector_displacement_library = { + .code = datatoc_gpu_shader_material_vector_displacement_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_vector_math_library = { + .code = datatoc_gpu_shader_material_vector_math_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_velvet_library = { + .code = datatoc_gpu_shader_material_velvet_glsl, + .dependencies = {&gpu_shader_material_diffuse_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_vertex_color_library = { + .code = datatoc_gpu_shader_material_vertex_color_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = { + .code = datatoc_gpu_shader_material_volume_absorption_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_volume_info_library = { + .code = datatoc_gpu_shader_material_volume_info_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_volume_principled_library = { + .code = datatoc_gpu_shader_material_volume_principled_glsl, + .dependencies = {&gpu_shader_material_blackbody_library, NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_volume_scatter_library = { + .code = datatoc_gpu_shader_material_volume_scatter_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_wireframe_library = { + .code = datatoc_gpu_shader_material_wireframe_glsl, + .dependencies = {NULL}, +}; + +static GPUMaterialLibrary gpu_shader_material_world_normals_library = { + .code = datatoc_gpu_shader_material_world_normals_glsl, + .dependencies = {&gpu_shader_material_texture_coordinates_library, NULL}, +}; + +static GPUMaterialLibrary *gpu_material_libraries[] = { + &gpu_shader_material_math_util_library, + &gpu_shader_material_color_util_library, + &gpu_shader_material_hash_library, + &gpu_shader_material_noise_library, + &gpu_shader_material_fractal_noise_library, + &gpu_shader_material_add_shader_library, + &gpu_shader_material_ambient_occlusion_library, + &gpu_shader_material_glossy_library, + &gpu_shader_material_anisotropic_library, + &gpu_shader_material_attribute_library, + &gpu_shader_material_background_library, + &gpu_shader_material_bevel_library, + &gpu_shader_material_blackbody_library, + &gpu_shader_material_bright_contrast_library, + &gpu_shader_material_bump_library, + &gpu_shader_material_camera_library, + &gpu_shader_material_clamp_library, + &gpu_shader_material_color_ramp_library, + &gpu_shader_material_combine_hsv_library, + &gpu_shader_material_combine_rgb_library, + &gpu_shader_material_combine_xyz_library, + &gpu_shader_material_diffuse_library, + &gpu_shader_material_displacement_library, + &gpu_shader_material_eevee_specular_library, + &gpu_shader_material_emission_library, + &gpu_shader_material_fresnel_library, + &gpu_shader_material_gamma_library, + &gpu_shader_material_tangent_library, + &gpu_shader_material_geometry_library, + &gpu_shader_material_glass_library, + &gpu_shader_material_hair_info_library, + &gpu_shader_material_holdout_library, + &gpu_shader_material_hue_sat_val_library, + &gpu_shader_material_invert_library, + &gpu_shader_material_layer_weight_library, + &gpu_shader_material_light_falloff_library, + &gpu_shader_material_light_path_library, + &gpu_shader_material_mapping_library, + &gpu_shader_material_map_range_library, + &gpu_shader_material_math_library, + &gpu_shader_material_mix_rgb_library, + &gpu_shader_material_mix_shader_library, + &gpu_shader_material_normal_library, + &gpu_shader_material_normal_map_library, + &gpu_shader_material_object_info_library, + &gpu_shader_material_output_material_library, + &gpu_shader_material_output_world_library, + &gpu_shader_material_particle_info_library, + &gpu_shader_material_principled_library, + &gpu_shader_material_refraction_library, + &gpu_shader_material_rgb_curves_library, + &gpu_shader_material_rgb_to_bw_library, + &gpu_shader_material_separate_hsv_library, + &gpu_shader_material_separate_rgb_library, + &gpu_shader_material_separate_xyz_library, + &gpu_shader_material_set_library, + &gpu_shader_material_shader_to_rgba_library, + &gpu_shader_material_squeeze_library, + &gpu_shader_material_subsurface_scattering_library, + &gpu_shader_material_tex_brick_library, + &gpu_shader_material_tex_checker_library, + &gpu_shader_material_tex_environment_library, + &gpu_shader_material_tex_gradient_library, + &gpu_shader_material_tex_image_library, + &gpu_shader_material_tex_magic_library, + &gpu_shader_material_tex_musgrave_library, + &gpu_shader_material_tex_noise_library, + &gpu_shader_material_tex_sky_library, + &gpu_shader_material_texture_coordinates_library, + &gpu_shader_material_tex_voronoi_library, + &gpu_shader_material_tex_wave_library, + &gpu_shader_material_tex_white_noise_library, + &gpu_shader_material_toon_library, + &gpu_shader_material_translucent_library, + &gpu_shader_material_transparent_library, + &gpu_shader_material_uv_map_library, + &gpu_shader_material_vector_curves_library, + &gpu_shader_material_vector_displacement_library, + &gpu_shader_material_vector_math_library, + &gpu_shader_material_velvet_library, + &gpu_shader_material_vertex_color_library, + &gpu_shader_material_volume_absorption_library, + &gpu_shader_material_volume_info_library, + &gpu_shader_material_volume_principled_library, + &gpu_shader_material_volume_scatter_library, + &gpu_shader_material_wireframe_library, + &gpu_shader_material_world_normals_library, + NULL}; + +/* GLSL code parsing for finding function definitions. + * These are stored in a hash for lookup when creating a material. */ + +static GHash *FUNCTION_HASH = NULL; + +char *gpu_str_skip_token(char *str, char *token, int max) +{ + int len = 0; + + /* skip a variable/function name */ + while (*str) { + if (ELEM(*str, ' ', '(', ')', ',', ';', '\t', '\n', '\r')) { + break; + } + else { + if (token && len < max - 1) { + *token = *str; + token++; + len++; + } + str++; + } + } + + if (token) { + *token = '\0'; + } + + /* skip the next special characters: + * note the missing ')' */ + while (*str) { + if (ELEM(*str, ' ', '(', ',', ';', '\t', '\n', '\r')) { + str++; + } + else { + break; + } + } + + return str; +} + +/* Indices match the eGPUType enum */ +static const char *GPU_DATATYPE_STR[17] = { + "", + "float", + "vec2", + "vec3", + "vec4", + NULL, + NULL, + NULL, + NULL, + "mat3", + NULL, + NULL, + NULL, + NULL, + NULL, + NULL, + "mat4", +}; + +const char *gpu_data_type_to_string(const eGPUType type) +{ + return GPU_DATATYPE_STR[type]; +} + +static void gpu_parse_material_library(GHash *hash, GPUMaterialLibrary *library) +{ + GPUFunction *function; + eGPUType type; + GPUFunctionQual qual; + int i; + char *code = library->code; + + while ((code = strstr(code, "void "))) { + function = MEM_callocN(sizeof(GPUFunction), "GPUFunction"); + function->library = library; + + code = gpu_str_skip_token(code, NULL, 0); + code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME); + + /* get parameters */ + while (*code && *code != ')') { + /* test if it's an input or output */ + qual = FUNCTION_QUAL_IN; + if (BLI_str_startswith(code, "out ")) { + qual = FUNCTION_QUAL_OUT; + } + if (BLI_str_startswith(code, "inout ")) { + qual = FUNCTION_QUAL_INOUT; + } + if ((qual != FUNCTION_QUAL_IN) || BLI_str_startswith(code, "in ")) { + code = gpu_str_skip_token(code, NULL, 0); + } + + /* test for type */ + type = GPU_NONE; + for (i = 1; i < ARRAY_SIZE(GPU_DATATYPE_STR); i++) { + if (GPU_DATATYPE_STR[i] && BLI_str_startswith(code, GPU_DATATYPE_STR[i])) { + type = i; + break; + } + } + + if (!type && BLI_str_startswith(code, "samplerCube")) { + type = GPU_TEXCUBE; + } + if (!type && BLI_str_startswith(code, "sampler2DShadow")) { + type = GPU_SHADOW2D; + } + if (!type && BLI_str_startswith(code, "sampler1DArray")) { + type = GPU_TEX1D_ARRAY; + } + if (!type && BLI_str_startswith(code, "sampler2DArray")) { + type = GPU_TEX2D_ARRAY; + } + if (!type && BLI_str_startswith(code, "sampler2D")) { + type = GPU_TEX2D; + } + if (!type && BLI_str_startswith(code, "sampler3D")) { + type = GPU_TEX3D; + } + + if (!type && BLI_str_startswith(code, "Closure")) { + type = GPU_CLOSURE; + } + + if (type) { + /* add parameter */ + code = gpu_str_skip_token(code, NULL, 0); + code = gpu_str_skip_token(code, NULL, 0); + function->paramqual[function->totparam] = qual; + function->paramtype[function->totparam] = type; + function->totparam++; + } + else { + fprintf(stderr, "GPU invalid function parameter in %s.\n", function->name); + break; + } + } + + if (function->name[0] == '\0' || function->totparam == 0) { + fprintf(stderr, "GPU functions parse error.\n"); + MEM_freeN(function); + break; + } + + BLI_ghash_insert(hash, function->name, function); + } +} + +/* Module */ + +void gpu_material_library_init(void) +{ + /* Only parse GLSL shader files once. */ + if (FUNCTION_HASH) { + return; + } + + FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh"); + for (int i = 0; gpu_material_libraries[i]; i++) { + gpu_parse_material_library(FUNCTION_HASH, gpu_material_libraries[i]); + } +} + +void gpu_material_library_exit(void) +{ + if (FUNCTION_HASH) { + BLI_ghash_free(FUNCTION_HASH, NULL, MEM_freeN); + FUNCTION_HASH = NULL; + } +} + +/* Code Generation */ + +static void gpu_material_use_library_with_dependencies(GSet *used_libraries, + GPUMaterialLibrary *library) +{ + if (BLI_gset_add(used_libraries, library->code)) { + for (int i = 0; library->dependencies[i]; i++) { + gpu_material_use_library_with_dependencies(used_libraries, library->dependencies[i]); + } + } +} + +GPUFunction *gpu_material_library_use_function(GSet *used_libraries, const char *name) +{ + GPUFunction *function = BLI_ghash_lookup(FUNCTION_HASH, (const void *)name); + if (function) { + gpu_material_use_library_with_dependencies(used_libraries, function->library); + } + return function; +} + +char *gpu_material_library_generate_code(GSet *used_libraries, const char *frag_lib) +{ + DynStr *ds = BLI_dynstr_new(); + + if (frag_lib) { + BLI_dynstr_append(ds, frag_lib); + } + + /* Always include those because they may be needed by the execution function. */ + gpu_material_use_library_with_dependencies(used_libraries, + &gpu_shader_material_world_normals_library); + + /* Add library code in order, for dependencies. */ + for (int i = 0; gpu_material_libraries[i]; i++) { + GPUMaterialLibrary *library = gpu_material_libraries[i]; + if (BLI_gset_haskey(used_libraries, library->code)) { + BLI_dynstr_append(ds, library->code); + } + } + + char *result = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + + return result; +} + |