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 | |
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')
-rw-r--r-- | source/blender/gpu/GPU_material.h | 5 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 23 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 14 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 1 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 10 |
6 files changed, 47 insertions, 8 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 0d92d22a173..6db23686832 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -98,6 +98,7 @@ typedef enum GPUBuiltin { GPU_PARTICLE_ANG_VELOCITY = (1 << 12), GPU_LOC_TO_VIEW_MATRIX = (1 << 13), GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14), + GPU_OBJECT_INFO = (1 << 15) } GPUBuiltin; typedef enum GPUOpenGLBuiltin { @@ -213,6 +214,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link); void GPU_material_enable_alpha(GPUMaterial *material); +GPUBuiltin GPU_get_material_builtins(GPUMaterial *material); GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]); /* High level functions to create and use GPU materials */ @@ -230,7 +232,7 @@ void GPU_material_bind( 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 viewmat[4][4], float obcol[4], - float autobumpscale, GPUParticleInfo *pi); + float autobumpscale, GPUParticleInfo *pi, float object_info[3]); void GPU_material_unbind(GPUMaterial *material); bool GPU_material_bound(GPUMaterial *material); struct Scene *GPU_material_scene(GPUMaterial *material); @@ -345,6 +347,7 @@ struct GPUParticleInfo float location[3]; float velocity[3]; float angular_velocity[3]; + int random_id; }; #ifdef WITH_OPENSUBDIV diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index c3896fbd659..b5512aa108d 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -410,6 +410,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin) return "unfparticlevel"; else if (builtin == GPU_PARTICLE_ANG_VELOCITY) return "unfparticleangvel"; + else if (builtin == GPU_OBJECT_INFO) + return "unfobjectinfo"; else return ""; } diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 074fadf6003..79934190cbc 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -45,6 +45,7 @@ #include "BLI_math.h" #include "BLI_threads.h" #include "BLI_utildefines.h" +#include "BLI_hash.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" @@ -1899,6 +1900,21 @@ static int gpu_get_particle_info(GPUParticleInfo *pi) return 0; } +static void GPU_get_object_info(float oi[3], Material *mat) +{ + Object *ob = GMS.gob; + oi[0] = ob->index; + oi[1] = mat->index; + unsigned int random; + if (GMS.dob) { + random = GMS.dob->random_id; + } + else { + random = BLI_hash_int_2d(BLI_hash_string(GMS.gob->id.name + 2), 0); + } + oi[2] = random * (1.0f/(float)0xFFFFFFFF); +} + int GPU_object_material_bind(int nr, void *attribs) { GPUVertexAttribs *gattribs = attribs; @@ -1958,6 +1974,7 @@ int GPU_object_material_bind(int nr, void *attribs) /* bind glsl material and get attributes */ Material *mat = GMS.gmatbuf[nr]; GPUParticleInfo partile_info; + float object_info[3] = {0}; float auto_bump_scale; @@ -1967,13 +1984,17 @@ int GPU_object_material_bind(int nr, void *attribs) if (GMS.dob) { gpu_get_particle_info(&partile_info); } + + if (GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) { + GPU_get_object_info(object_info, mat); + } GPU_material_bind( gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), 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.gviewmat, 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, object_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 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); + } } } diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 14f2764b009..b579f87698c 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -39,6 +39,7 @@ #include "GPU_glew.h" #include "GPU_shader.h" #include "GPU_texture.h" +#include "GPU_material.h" /* TODO(sergey): Find better default values for this constants. */ #define MAX_DEFINE_LENGTH 1024 diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 0f3ffa8244b..c354b274f00 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3563,12 +3563,12 @@ void node_light_falloff(float strength, float tsmooth, out float quadratic, out constant = strength; } -void node_object_info(out vec3 location, out float object_index, out float material_index, out float random) +void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object_index, out float material_index, out float random) { - location = vec3(0.0); - object_index = 0.0; - material_index = 0.0; - random = 0.0; + location = obmat[3].xyz; + object_index = info.x; + material_index = info.y; + random = info.z; } void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) |