diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-08 17:07:16 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-08 17:07:16 +0400 |
commit | 28ee0f92184af8ba6f44d08eda23ce5eb3815697 (patch) | |
tree | 6aada8d509c7470bd3bff6e52ba32e1fd54ef2ee /source/blender/gpu | |
parent | 19df3147f6920a2856bccb6e4601d57288119999 (diff) |
Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short:
* No longer uses images assigned to faces in the uv layer, rather the active
image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
the texture tab in the properties editor. These do not use new shading nodes
yet.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 49 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 20 |
2 files changed, 39 insertions, 30 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 4c828264061..d08d7cf2ead 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -62,7 +62,7 @@ #include "BKE_material.h" #include "BKE_node.h" #include "BKE_object.h" - +#include "BKE_scene.h" #include "BLI_threads.h" #include "BLI_blenlib.h" @@ -952,15 +952,17 @@ static struct GPUMaterialState { } GMS = {NULL}; /* fixed function material, alpha handed by caller */ -static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob) +static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes) { - if (bmat->mode & MA_SHLESS) { + if(new_shading_nodes || bmat->mode & MA_SHLESS) { copy_v3_v3(smat->diff, &bmat->r); smat->diff[3]= 1.0; - if(gamma) { + if(gamma) linearrgb_to_srgb_v3_v3(smat->diff, smat->diff); - } + + zero_v4(smat->spec); + smat->hard= 0; } else { mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit); @@ -1001,6 +1003,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O GPUBlendMode alphablend; int a; int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT; + int new_shading_nodes = scene_use_new_shading_nodes(scene); /* initialize state */ memset(&GMS, 0, sizeof(GMS)); @@ -1032,7 +1035,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O /* no materials assigned? */ if(ob->totcol==0) { - gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob); + gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes); /* do material 1 too, for displists! */ memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed)); @@ -1049,7 +1052,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O for(a=1; a<=ob->totcol; a++) { /* find a suitable material */ ma= give_current_material(ob, a); - if(!glsl) ma= gpu_active_node_material(ma); + if(!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma); if(ma==NULL) ma= &defmaterial; /* create glsl material if requested */ @@ -1062,7 +1065,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O } else { /* fixed function opengl materials */ - gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob); + gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes); alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA; if(do_alpha_pass && GMS.alphapass) @@ -1223,6 +1226,7 @@ void GPU_end_object_materials(void) int GPU_default_lights(void) { + float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4]; int a, count = 0; /* initialize */ @@ -1248,27 +1252,28 @@ int GPU_default_lights(void) glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE); - glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); - glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); - glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); - - glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); - glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); - glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); - - glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); - glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); - glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); - for(a=0; a<8; a++) { if(a<3) { if(U.light[a].flag) { glEnable(GL_LIGHT0+a); + + normalize_v3_v3(position, U.light[a].vec); + position[3]= 0.0f; + + glLightfv(GL_LIGHT0+a, GL_POSITION, position); + glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col); + glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec); + count++; } - else + else { glDisable(GL_LIGHT0+a); - + + glLightfv(GL_LIGHT0+a, GL_POSITION, zero); + glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero); + glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero); + } + // clear stuff from other opengl lamp usage glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0); glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 9344b4e680a..02ba2eba9e9 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -1415,29 +1415,33 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) if(((GPUMaterial*)link->data)->scene == scene) return link->data; + /* allocate material */ mat = GPU_material_construct_begin(ma); mat->scene = scene; if(!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { + /* create nodes */ ntreeGPUMaterialNodes(ma->nodetree, mat); } else { + /* create material */ outlink = GPU_blender_material(mat, ma); GPU_material_output_link(mat, outlink); } - if(gpu_do_color_management(mat)) - if(mat->outlink) - GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink); + if(!scene_use_new_shading_nodes(scene)) { + if(gpu_do_color_management(mat)) + if(mat->outlink) + GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink); + } - /*if(!GPU_material_construct_end(mat)) { - GPU_material_free(mat); - mat= NULL; - return 0; - }*/ GPU_material_construct_end(mat); + /* note that even if building the shader fails in some way, we still keep + it to avoid trying to compile again and again, and simple do not use + the actual shader on drawing */ + link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); link->data = mat; BLI_addtail(&ma->gpumaterial, link); |