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authorTon Roosendaal <ton@blender.org>2013-01-22 15:18:41 +0400
committerTon Roosendaal <ton@blender.org>2013-01-22 15:18:41 +0400
commite11d22a6b751c750c40226cb027e7805adb7d4e4 (patch)
treec7a7afd211db440cbcbd154f76379e7685cb03fe /source/blender/gpu
parent1e3a2931ac0cfc9af790717bf19577e22ebda4f5 (diff)
Matcap support in 3D Viewport.
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_extensions.h5
-rw-r--r--source/blender/gpu/GPU_material.h3
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c50
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c104
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c54
-rw-r--r--source/blender/gpu/intern/gpu_material.c46
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl15
8 files changed, 224 insertions, 55 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index 7eaa4084e61..66a7c917a55 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -38,7 +38,8 @@ extern "C" {
struct Image;
struct ImageUser;
-
+struct PreviewImage;
+
struct GPUTexture;
typedef struct GPUTexture GPUTexture;
@@ -112,6 +113,8 @@ GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256]);
GPUTexture *GPU_texture_from_blender(struct Image *ima,
struct ImageUser *iuser, int isdata, double time, int mipmap);
+GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
+
void GPU_texture_free(GPUTexture *tex);
void GPU_texture_ref(GPUTexture *tex);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 22cfdab6043..17d3ce3cd73 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -54,6 +54,7 @@ struct GPUNodeStack;
struct GPUMaterial;
struct GPUTexture;
struct GPULamp;
+struct PreviewImage;
typedef struct GPUNode GPUNode;
typedef struct GPUNodeLink GPUNodeLink;
@@ -108,6 +109,7 @@ GPUNodeLink *GPU_attribute(int type, const char *name);
GPUNodeLink *GPU_uniform(float *num);
GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data);
GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, int isdata);
+GPUNodeLink *GPU_image_preview(struct PreviewImage *prv);
GPUNodeLink *GPU_texture(int size, float *pixels);
GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, int dynamictype, void *data);
GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
@@ -122,6 +124,7 @@ GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma);
+GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma);
void GPU_material_free(struct Material *ma);
void GPU_materials_free(void);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 4432627ee7e..b27a4be9f21 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -68,6 +68,9 @@ static char *glsl_material_library = NULL;
static const char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
+#define LINK_IMAGE_BLENDER 1
+#define LINK_IMAGE_PREVIEW 2
+
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
@@ -339,7 +342,7 @@ static int codegen_input_has_texture(GPUInput *input)
{
if (input->link)
return 0;
- else if (input->ima)
+ else if (input->ima || input->prv)
return 1;
else
return input->tex != NULL;
@@ -411,6 +414,17 @@ static void codegen_set_unique_ids(ListBase *nodes)
else
input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->ima));
}
+ else if (input->prv) {
+ /* input is texture from preview render, assign only one texid per
+ * buffer to avoid sampling the same texture twice */
+ if (!BLI_ghash_haskey(bindhash, input->prv)) {
+ input->texid = texid++;
+ input->bindtex = 1;
+ BLI_ghash_insert(bindhash, input->prv, SET_INT_IN_POINTER(input->texid));
+ }
+ else
+ input->texid = GET_INT_FROM_POINTER(BLI_ghash_lookup(bindhash, input->prv));
+ }
else {
if (!BLI_ghash_haskey(bindhash, input->tex)) {
/* input is user created texture, check tex pointer */
@@ -718,7 +732,7 @@ static void GPU_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
continue;
}
- if (input->ima || input->tex)
+ if (input->ima || input->tex || input->prv)
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
else
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
@@ -726,7 +740,7 @@ static void GPU_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
/* pass non-dynamic uniforms to opengl */
extract = 0;
- if (input->ima || input->tex) {
+ if (input->ima || input->tex || input->prv) {
if (input->bindtex)
extract = 1;
}
@@ -762,11 +776,14 @@ void GPU_pass_bind(GPUPass *pass, double time, int mipmap)
for (input=inputs->first; input; input=input->next) {
if (input->ima)
input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->image_isdata, time, mipmap);
+ else if (input->prv)
+ input->tex = GPU_texture_from_preview(input->prv, mipmap);
if (input->tex && input->bindtex) {
GPU_texture_bind(input->tex, input->texid);
GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
}
+
}
}
@@ -781,7 +798,7 @@ void GPU_pass_update_uniforms(GPUPass *pass)
/* pass dynamic inputs to opengl, others were removed */
for (input=inputs->first; input; input=input->next)
- if (!(input->ima || input->tex))
+ if (!(input->ima || input->tex || input->prv))
GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
input->dynamicvec);
}
@@ -799,7 +816,7 @@ void GPU_pass_unbind(GPUPass *pass)
if (input->tex && input->bindtex)
GPU_texture_unbind(input->tex);
- if (input->ima)
+ if (input->ima || input->prv)
input->tex = NULL;
}
@@ -915,9 +932,13 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->type = GPU_VEC4;
input->source = GPU_SOURCE_TEX;
- input->ima = link->ptr1;
- input->iuser = link->ptr2;
- input->image_isdata = link->image_isdata;
+ if (link->image == LINK_IMAGE_PREVIEW)
+ input->prv = link->ptr1;
+ else {
+ input->ima = link->ptr1;
+ input->iuser = link->ptr2;
+ input->image_isdata = link->image_isdata;
+ }
input->textarget = GL_TEXTURE_2D;
input->textype = GPU_TEX2D;
MEM_freeN(link);
@@ -1117,7 +1138,7 @@ GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, int isdata)
{
GPUNodeLink *link = GPU_node_link_create(0);
- link->image= 1;
+ link->image= LINK_IMAGE_BLENDER;
link->ptr1= ima;
link->ptr2= iuser;
link->image_isdata= isdata;
@@ -1125,6 +1146,17 @@ GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, int isdata)
return link;
}
+GPUNodeLink *GPU_image_preview(PreviewImage *prv)
+{
+ GPUNodeLink *link = GPU_node_link_create(0);
+
+ link->image= LINK_IMAGE_PREVIEW;
+ link->ptr1= prv;
+
+ return link;
+}
+
+
GPUNodeLink *GPU_texture(int size, float *pixels)
{
GPUNodeLink *link = GPU_node_link_create(0);
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index f61f34908c5..2e4cfe2e37c 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -43,6 +43,7 @@ struct GPUOutput;
struct GPUNode;
struct GPUVertexAttribs;
struct GPUFrameBuffer;
+struct PreviewImage;
#define MAX_FUNCTION_NAME 64
#define MAX_PARAMETER 32
@@ -138,6 +139,7 @@ typedef struct GPUInput {
struct Image *ima; /* image */
struct ImageUser *iuser;/* image user */
+ struct PreviewImage *prv; /* preview images & icons */
int image_isdata; /* image does not contain color data */
float *dynamicvec; /* vector data in case it is dynamic */
int dynamictype; /* origin of the dynamic uniform (GPUDynamicType) */
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 254899e6e07..90a92dbcddc 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -664,6 +664,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
return *bind;
}
+/* Image *ima can be NULL */
void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float * frect, int rectw, int recth, int mipmap, int use_high_bit_depth, Image *ima)
{
unsigned int *scalerect = NULL;
@@ -723,7 +724,8 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float * frect, int
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
- ima->tpageflag |= IMA_MIPMAP_COMPLETE;
+ if (ima)
+ ima->tpageflag |= IMA_MIPMAP_COMPLETE;
}
if (GLEW_EXT_texture_filter_anisotropic)
@@ -1283,10 +1285,9 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GPUMaterial *gpumat;
GPUBlendMode alphablend;
int a;
-
int gamma = BKE_scene_check_color_management_enabled(scene);
-
int new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
+ int use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP); /* assumes v3d->defmaterial->preview is set */
/* initialize state */
memset(&GMS, 0, sizeof(GMS));
@@ -1298,7 +1299,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GMS.gob = ob;
GMS.gscene = scene;
- GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
+ GMS.totmat= use_matcap? 1 : ob->totcol+1; /* materials start from 1, default material is 0 */
GMS.glay= (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
GMS.gviewmat= rv3d->viewmat;
GMS.gviewinv= rv3d->viewinv;
@@ -1324,59 +1325,72 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GMS.alphablend= GMS.alphablend_fixed;
}
- /* no materials assigned? */
- if (ob->totcol==0) {
- gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes);
-
+ /* viewport material, setup in space_view3d, defaults to matcap using ma->preview now */
+ if (use_matcap) {
+ GMS.gmatbuf[0] = v3d->defmaterial;
+ GPU_material_matcap(scene, v3d->defmaterial);
+
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
-
- if (glsl) {
- GMS.gmatbuf[0]= &defmaterial;
- GPU_material_from_blender(GMS.gscene, &defmaterial);
- }
-
+
GMS.alphablend[0]= GPU_BLEND_SOLID;
}
+ else {
- /* setup materials */
- for (a=1; a<=ob->totcol; a++) {
- /* find a suitable material */
- ma= give_current_material(ob, a);
- if (!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
- if (ma==NULL) ma= &defmaterial;
-
- /* create glsl material if requested */
- gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
-
- if (gpumat) {
- /* do glsl only if creating it succeed, else fallback */
- GMS.gmatbuf[a]= ma;
- alphablend = GPU_material_alpha_blend(gpumat, ob->col);
- }
- else {
- /* fixed function opengl materials */
- gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
+ /* no materials assigned? */
+ if (ob->totcol==0) {
+ 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));
- if (GMS.use_alpha_pass) {
- GMS.matbuf[a].diff[3]= ma->alpha;
- alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
+ if (glsl) {
+ GMS.gmatbuf[0]= &defmaterial;
+ GPU_material_from_blender(GMS.gscene, &defmaterial);
+ }
+
+ GMS.alphablend[0]= GPU_BLEND_SOLID;
+ }
+
+ /* setup materials */
+ for (a=1; a<=ob->totcol; a++) {
+ /* find a suitable material */
+ ma= give_current_material(ob, a);
+ if (!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
+ if (ma==NULL) ma= &defmaterial;
+
+ /* create glsl material if requested */
+ gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
+
+ if (gpumat) {
+ /* do glsl only if creating it succeed, else fallback */
+ GMS.gmatbuf[a]= ma;
+ alphablend = GPU_material_alpha_blend(gpumat, ob->col);
}
else {
- GMS.matbuf[a].diff[3]= 1.0f;
- alphablend = GPU_BLEND_SOLID;
+ /* fixed function opengl materials */
+ gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
+
+ if (GMS.use_alpha_pass) {
+ GMS.matbuf[a].diff[3]= ma->alpha;
+ alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
+ }
+ else {
+ GMS.matbuf[a].diff[3]= 1.0f;
+ alphablend = GPU_BLEND_SOLID;
+ }
}
- }
- /* setting 'do_alpha_after = TRUE' indicates this object needs to be
- * drawn in a second alpha pass for improved blending */
- if (do_alpha_after && !GMS.is_alpha_pass)
- if (ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
- *do_alpha_after = TRUE;
+ /* setting 'do_alpha_after = TRUE' indicates this object needs to be
+ * drawn in a second alpha pass for improved blending */
+ if (do_alpha_after && !GMS.is_alpha_pass)
+ if (ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
+ *do_alpha_after = TRUE;
- GMS.alphablend[a]= alphablend;
+ GMS.alphablend[a]= alphablend;
+ }
}
-
+
/* let's start with a clean state */
GPU_disable_material();
}
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index bc859d0ec07..0ef60aaf978 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -539,6 +539,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int isdata, d
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
GPU_update_image_time(ima, time);
+ /* this binds a texture, so that's why to restore it with lastbindcode */
bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap, isdata);
if (ima->gputexture) {
@@ -579,6 +580,59 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int isdata, d
return tex;
}
+GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
+{
+ GPUTexture *tex = prv->gputexture[0];
+ GLint w, h, lastbindcode;
+ GLuint bindcode = 0;
+
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
+
+ if (tex)
+ bindcode = tex->bindcode;
+
+ /* this binds a texture, so that's why to restore it */
+ if (bindcode == 0) {
+ GPU_create_gl_tex(&bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], mipmap, 0, NULL);
+ }
+ if (tex) {
+ tex->bindcode = bindcode;
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+ return tex;
+ }
+
+ /* error binding anything */
+ if (!bindcode) {
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+ return NULL;
+ }
+
+ tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->bindcode = bindcode;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->target = GL_TEXTURE_2D;
+
+ prv->gputexture[0]= tex;
+
+ if (!glIsTexture(tex->bindcode)) {
+ GPU_print_error("Blender Texture");
+ }
+ else {
+ glBindTexture(GL_TEXTURE_2D, tex->bindcode);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
+
+ tex->w = w;
+ tex->h = h;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+
+ return tex;
+
+}
+
GPUTexture *GPU_texture_create_1D(int w, float *fpixels, char err_out[256])
{
GPUTexture *tex = GPU_texture_create_nD(w, 1, 1, fpixels, 0, err_out);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index f6403e9359d..9731d7a6b3a 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1506,6 +1506,52 @@ static GPUNodeLink *gpu_material_diffuse_bsdf(GPUMaterial *mat, Material *ma)
return outlink;
}
+static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma)
+{
+ GPUNodeLink *outlink;
+
+ GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview), GPU_builtin(GPU_VIEW_NORMAL), &outlink);
+
+ return outlink;
+}
+
+/* new solid draw mode with glsl matcaps */
+GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma)
+{
+ GPUMaterial *mat;
+ GPUNodeLink *outlink;
+ LinkData *link;
+
+ for (link=ma->gpumaterial.first; link; link=link->next)
+ if (((GPUMaterial*)link->data)->scene == scene)
+ return link->data;
+
+ /* allocate material */
+ mat = GPU_material_construct_begin(ma);
+ mat->scene = scene;
+
+ if (ma->preview && ma->preview->rect[0]) {
+ outlink = gpu_material_preview_matcap(mat, ma);
+ }
+ else {
+ outlink = gpu_material_diffuse_bsdf(mat, ma);
+ }
+
+ GPU_material_output_link(mat, outlink);
+
+ 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);
+
+ return mat;
+}
+
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
{
GPUMaterial *mat;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index e89be91c89a..45e7831d20d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2256,3 +2256,18 @@ void node_output_material(vec4 surface, vec4 volume, float displacement, out vec
result = surface;
}
+/* ********************** matcap style render ******************** */
+
+void material_preview_matcap(vec4 color, sampler2D ima, vec3 N, out vec4 result)
+{
+ vec2 tex;
+
+ if (N.z < 0.0) {
+ N.z = 0.0;
+ N = normalize(N);
+ }
+
+ tex.x = 0.5 + 0.49 * N.x;
+ tex.y = 0.5 + 0.49 * N.y;
+ result = texture2D(ima, tex);
+}