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authorAntony Riakiotakis <kalast@gmail.com>2015-01-27 18:34:27 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-01-27 18:34:40 +0300
commit332cf291e4b8b104252f34383193aed2f4c814e0 (patch)
treea2d683b361648b4f22017ac57ddee8e6423e20b7 /source/blender
parent2d86f58e0f773207eb7a3ff8ccbd58b85263fbe3 (diff)
Fix T43250, lamp node did not use energy when used with nodes in blender
internal. Similar to fix for T42074 we need to multiply with energy -after- texture application.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/GPU_material.h2
-rw-r--r--source/blender/gpu/intern/gpu_material.c5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_lamp.c6
4 files changed, 9 insertions, 8 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index a65a123c768..eef07fdb783 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -270,7 +270,7 @@ void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float ener
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2);
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
int GPU_lamp_shadow_layer(GPULamp *lamp);
-GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow);
+GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow, GPUNodeLink **energy);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 20f8f5f099e..4638ad216e0 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2096,13 +2096,14 @@ int GPU_lamp_shadow_layer(GPULamp *lamp)
return -1;
}
-GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow)
+GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow, GPUNodeLink **energy)
{
GPUNodeLink *visifac;
*col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
+ *energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob);
visifac = lamp_get_visibility(mat, lamp, lv, dist);
- /* looks like it's not used? psy-fi */
+
shade_light_textures(mat, lamp, col);
if (GPU_lamp_has_shadow_buffer(lamp)) {
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a79bb239801..a7bb4fe16f7 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -169,9 +169,9 @@ void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
outview = normalize(co);
}
-void lamp(vec4 col, vec3 lv, float dist, vec3 shadow, float visifac, out vec4 outcol, out vec3 outlv, out float outdist, out vec4 outshadow, out float outvisifac)
+void lamp(vec4 col, float energy, vec3 lv, float dist, vec3 shadow, float visifac, out vec4 outcol, out vec3 outlv, out float outdist, out vec4 outshadow, out float outvisifac)
{
- outcol = col;
+ outcol = col * energy;
outlv = lv;
outdist = dist;
outshadow = vec4(shadow, 1.0);
diff --git a/source/blender/nodes/shader/nodes/node_shader_lamp.c b/source/blender/nodes/shader/nodes/node_shader_lamp.c
index adf53ba9b52..3b000d49822 100644
--- a/source/blender/nodes/shader/nodes/node_shader_lamp.c
+++ b/source/blender/nodes/shader/nodes/node_shader_lamp.c
@@ -62,11 +62,11 @@ static int gpu_shader_lamp(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
{
if (node->id) {
GPULamp *lamp = GPU_lamp_from_blender(GPU_material_scene(mat), (Object *)node->id, NULL);
- GPUNodeLink *col, *lv, *dist, *visifac, *shadow;
+ GPUNodeLink *col, *lv, *dist, *visifac, *shadow, *energy;
- visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow);
+ visifac = GPU_lamp_get_data(mat, lamp, &col, &lv, &dist, &shadow, &energy);
- return GPU_stack_link(mat, "lamp", in, out, col, lv, dist, shadow, visifac);
+ return GPU_stack_link(mat, "lamp", in, out, col, energy, lv, dist, shadow, visifac);
}
return 0;