diff options
author | Alexander Romanov <a.romanov@blend4web.com> | 2016-01-23 15:27:36 +0300 |
---|---|---|
committer | Alexander Romanov <a.romanov@blend4web.com> | 2016-01-23 15:39:31 +0300 |
commit | a6aaaad9795e80af05e8281030107c32c6a1366b (patch) | |
tree | 187e682a49789f2ccfa459d905e4cee741b884d4 /source/blender/gpu | |
parent | e9452f909cdba368f54637cd0b15ff14d1c60cf3 (diff) |
Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.
Example: {F273060}
Alexander (Blend4Web Team)
Reviewers: brecht, campbellbarton, sergey
Reviewed By: campbellbarton, sergey
Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D909
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 24 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 15 |
5 files changed, 48 insertions, 3 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 25788c26fea..65cdf834533 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -95,6 +95,8 @@ typedef enum GPUBuiltin { GPU_PARTICLE_LOCATION = (1 << 10), GPU_PARTICLE_VELOCITY = (1 << 11), GPU_PARTICLE_ANG_VELOCITY = (1 << 12), + GPU_LOC_TO_VIEW_MATRIX = (1 << 13), + GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14), } GPUBuiltin; typedef enum GPUOpenGLBuiltin { @@ -148,6 +150,8 @@ typedef enum GPUDynamicType { GPU_DYNAMIC_OBJECT_IMAT = 4 | GPU_DYNAMIC_GROUP_OBJECT, GPU_DYNAMIC_OBJECT_COLOR = 5 | GPU_DYNAMIC_GROUP_OBJECT, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 6 | GPU_DYNAMIC_GROUP_OBJECT, + GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT = 7 | GPU_DYNAMIC_GROUP_OBJECT, + GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT = 8 | GPU_DYNAMIC_GROUP_OBJECT, GPU_DYNAMIC_LAMP_DYNVEC = 1 | GPU_DYNAMIC_GROUP_LAMP, GPU_DYNAMIC_LAMP_DYNCO = 2 | GPU_DYNAMIC_GROUP_LAMP, @@ -218,7 +222,7 @@ void GPU_material_bind( GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock); void GPU_material_bind_uniforms( - GPUMaterial *material, float obmat[4][4], float obcol[4], + GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4], float autobumpscale, GPUParticleInfo *pi); void GPU_material_unbind(GPUMaterial *material); bool GPU_material_bound(GPUMaterial *material); diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 857b339c3a3..fb46b167f0f 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -381,6 +381,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin) return "unfinvviewmat"; else if (builtin == GPU_INVERSE_OBJECT_MATRIX) return "unfinvobmat"; + else if (builtin == GPU_LOC_TO_VIEW_MATRIX) + return "unflocaltoviewmat"; + else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX) + return "unfinvlocaltoviewmat"; else if (builtin == GPU_VIEW_POSITION) return "varposition"; else if (builtin == GPU_VIEW_NORMAL) diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 95c019be409..a7f802a4502 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -1763,7 +1763,7 @@ int GPU_object_material_bind(int nr, void *attribs) GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock); auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f; - GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale, &partile_info); + GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info); GMS.gboundmat = mat; /* for glsl use alpha blend mode, unless it's set to solid and diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 29e49ca89d3..7cb2fc0622d 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -112,6 +112,7 @@ struct GPUMaterial { /* for passing uniforms */ int viewmatloc, invviewmatloc; int obmatloc, invobmatloc; + int localtoviewmatloc, invlocaltoviewmatloc; int obcolloc, obautobumpscaleloc; int cameratexcofacloc; @@ -242,6 +243,10 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX)); if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX)); + if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) + material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX)); + if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) + material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX)); if (material->builtins & GPU_OBCOLOR) material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR)); if (material->builtins & GPU_AUTO_BUMPSCALE) @@ -384,12 +389,14 @@ void GPU_material_bind( } void GPU_material_bind_uniforms( - GPUMaterial *material, float obmat[4][4], float obcol[4], + GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4], float autobumpscale, GPUParticleInfo *pi) { if (material->pass) { GPUShader *shader = GPU_pass_shader(material->pass); float invmat[4][4], col[4]; + float localtoviewmat[4][4]; + float invlocaltoviewmat[4][4]; /* handle per object builtins */ if (material->builtins & GPU_OBJECT_MATRIX) { @@ -399,6 +406,19 @@ void GPU_material_bind_uniforms( invert_m4_m4(invmat, obmat); GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float *)invmat); } + if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) { + if (viewmat) { + mul_m4_m4m4(localtoviewmat, viewmat, obmat); + GPU_shader_uniform_vector(shader, material->localtoviewmatloc, 16, 1, (float *)localtoviewmat); + } + } + if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) { + if (viewmat) { + mul_m4_m4m4(localtoviewmat, viewmat, obmat); + invert_m4_m4(invlocaltoviewmat, localtoviewmat); + GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float*)invlocaltoviewmat); + } + } if (material->builtins & GPU_OBCOLOR) { copy_v4_v4(col, obcol); CLAMP(col[3], 0.0f, 1.0f); @@ -2352,6 +2372,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) { GPU_INVERSE_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DATA_16F }, { GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F }, { GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F }, + { GPU_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT, GPU_DATA_16F }, + { GPU_INVERSE_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT, GPU_DATA_16F }, { GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F }, { GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F }, { 0 } diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index dfb1af0e863..e7072016cc0 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -166,6 +166,21 @@ void particle_info(vec4 sprops, vec3 loc, vec3 vel, vec3 avel, out float index, angular_velocity = avel; } +void vect_normalize(vec3 vin, out vec3 vout) +{ + vout = normalize(vin); +} + +void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) +{ + vout = (mat*vec4(vin, 0.0)).xyz; +} + +void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) +{ + vout = (mat*vec4(vin, 1.0)).xyz; +} + void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec) { outvec = (mat * vec4(vec, 1.0)).xyz; |