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authorAlexander Romanov <a.romanov@blend4web.com>2016-01-23 15:27:36 +0300
committerAlexander Romanov <a.romanov@blend4web.com>2016-01-23 15:39:31 +0300
commita6aaaad9795e80af05e8281030107c32c6a1366b (patch)
tree187e682a49789f2ccfa459d905e4cee741b884d4 /source/blender/gpu
parente9452f909cdba368f54637cd0b15ff14d1c60cf3 (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.h6
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c4
-rw-r--r--source/blender/gpu/intern/gpu_draw.c2
-rw-r--r--source/blender/gpu/intern/gpu_material.c24
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl15
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;