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-rw-r--r--source/blender/draw/intern/DRW_render.h17
-rw-r--r--source/blender/draw/intern/draw_cache_impl_pointcloud.c7
-rw-r--r--source/blender/draw/intern/draw_common.h18
-rw-r--r--source/blender/draw/intern/draw_fluid.c419
-rw-r--r--source/blender/draw/intern/draw_manager.c4
-rw-r--r--source/blender/draw/intern/draw_manager_data.c20
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c10
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c12
-rw-r--r--source/blender/draw/intern/draw_select_buffer.c2
-rw-r--r--source/blender/draw/intern/draw_view.c3
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl22
-rw-r--r--source/blender/draw/intern/shaders/common_math_geom_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_pointcloud_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl107
14 files changed, 602 insertions, 43 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 7a889d9399e..3551296cfc3 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -198,6 +198,17 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
} while (0)
/* Shaders */
+
+#ifndef __GPU_MATERIAL_H__
+/* FIXME: Meh avoid including all GPUMaterial. */
+typedef void (*GPUMaterialEvalCallbackFn)(struct GPUMaterial *mat,
+ int options,
+ const char **vert_code,
+ const char **geom_code,
+ const char **frag_lib,
+ const char **defines);
+#endif
+
struct GPUShader *DRW_shader_create(const char *vert,
const char *geom,
const char *frag,
@@ -237,7 +248,8 @@ struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred);
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback);
struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
struct Material *ma,
struct bNodeTree *ntree,
@@ -248,7 +260,8 @@ struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred);
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) \
do { \
diff --git a/source/blender/draw/intern/draw_cache_impl_pointcloud.c b/source/blender/draw/intern/draw_cache_impl_pointcloud.c
index 17902f27513..06cedb9f72c 100644
--- a/source/blender/draw/intern/draw_cache_impl_pointcloud.c
+++ b/source/blender/draw/intern/draw_cache_impl_pointcloud.c
@@ -158,6 +158,7 @@ static void pointcloud_batch_cache_ensure_pos(Object *ob, PointCloudBatchCache *
const bool has_radius = pointcloud->radius != NULL;
static GPUVertFormat format = {0};
+ static GPUVertFormat format_no_radius = {0};
static uint pos;
if (format.attr_len == 0) {
/* initialize vertex format */
@@ -167,11 +168,11 @@ static void pointcloud_batch_cache_ensure_pos(Object *ob, PointCloudBatchCache *
* If the vertex shader has more components than the array provides, the extras are given
* values from the vector (0, 0, 0, 1) for the missing XYZW components.
*/
- int comp_len = has_radius ? 4 : 3;
- pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, comp_len, GPU_FETCH_FLOAT);
+ pos = GPU_vertformat_attr_add(&format_no_radius, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
- cache->pos = GPU_vertbuf_create_with_format(&format);
+ cache->pos = GPU_vertbuf_create_with_format(has_radius ? &format : &format_no_radius);
GPU_vertbuf_data_alloc(cache->pos, pointcloud->totpoint);
if (has_radius) {
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 81c0e97a1a8..09f901c344f 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -27,8 +27,10 @@ struct DRWPass;
struct DRWShadingGroup;
struct GPUMaterial;
struct ModifierData;
+struct FluidModifierData;
struct Object;
struct ParticleSystem;
+struct RegionView3D;
struct ViewLayer;
#define UBO_FIRST_COLOR colorWire
@@ -159,14 +161,14 @@ void DRW_globals_update(void);
void DRW_globals_free(void);
struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view,
- const RegionView3D *rv3d,
+ const struct RegionView3D *rv3d,
float offset);
int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);
-bool DRW_object_is_flat(Object *ob, int *r_axis);
-bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
+bool DRW_object_is_flat(struct Object *ob, int *r_axis);
+bool DRW_object_axis_orthogonal_to_view(struct Object *ob, int axis);
/* draw_hair.c */
@@ -188,6 +190,16 @@ void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
+/* draw_fluid.c */
+
+/* Fluid simulation. */
+void DRW_smoke_ensure(struct FluidModifierData *fmd, int highres);
+void DRW_smoke_ensure_coba_field(struct FluidModifierData *fmd);
+void DRW_smoke_ensure_velocity(struct FluidModifierData *fmd);
+
+void DRW_smoke_free(struct FluidModifierData *fmd);
+void DRW_smoke_free_velocity(struct FluidModifierData *fmd);
+
/* draw_common.c */
struct DRW_Global {
/** If needed, contains all global/Theme colors
diff --git a/source/blender/draw/intern/draw_fluid.c b/source/blender/draw/intern/draw_fluid.c
new file mode 100644
index 00000000000..33311dc698f
--- /dev/null
+++ b/source/blender/draw/intern/draw_fluid.c
@@ -0,0 +1,419 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU fluid drawing functions.
+ */
+
+#include <string.h>
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_fluid_types.h"
+#include "DNA_modifier_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BKE_colorband.h"
+
+#include "GPU_texture.h"
+
+#include "draw_common.h" /* Own include. */
+
+#ifdef WITH_FLUID
+# include "manta_fluid_API.h"
+#endif
+
+/* -------------------------------------------------------------------- */
+/** \name Private API
+ * \{ */
+
+#ifdef WITH_FLUID
+
+enum {
+ TFUNC_FLAME_SPECTRUM = 0,
+ TFUNC_COLOR_RAMP = 1,
+};
+
+# define TFUNC_WIDTH 256
+
+static void create_flame_spectrum_texture(float *data)
+{
+# define FIRE_THRESH 7
+# define MAX_FIRE_ALPHA 0.06f
+# define FULL_ON_FIRE 100
+
+ float *spec_pixels = (float *)MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float),
+ "spec_pixels");
+
+ blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
+
+ for (int i = 0; i < 16; i++) {
+ for (int j = 0; j < 16; j++) {
+ for (int k = 0; k < TFUNC_WIDTH; k++) {
+ int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
+ if (k >= FIRE_THRESH) {
+ spec_pixels[index] = (data[k * 4]);
+ spec_pixels[index + 1] = (data[k * 4 + 1]);
+ spec_pixels[index + 2] = (data[k * 4 + 2]);
+ spec_pixels[index + 3] = MAX_FIRE_ALPHA *
+ ((k > FULL_ON_FIRE) ?
+ 1.0f :
+ (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
+ }
+ else {
+ zero_v4(&spec_pixels[index]);
+ }
+ }
+ }
+ }
+
+ memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
+
+ MEM_freeN(spec_pixels);
+
+# undef FIRE_THRESH
+# undef MAX_FIRE_ALPHA
+# undef FULL_ON_FIRE
+}
+
+static void create_color_ramp(const struct ColorBand *coba, float *data)
+{
+ for (int i = 0; i < TFUNC_WIDTH; i++) {
+ BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
+ straight_to_premul_v4(&data[i * 4]);
+ }
+}
+
+static GPUTexture *create_transfer_function(int type, const struct ColorBand *coba)
+{
+ float *data = (float *)MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
+
+ switch (type) {
+ case TFUNC_FLAME_SPECTRUM:
+ create_flame_spectrum_texture(data);
+ break;
+ case TFUNC_COLOR_RAMP:
+ create_color_ramp(coba, data);
+ break;
+ }
+
+ GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_SRGB8_A8, data, NULL);
+
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static void swizzle_texture_channel_single(GPUTexture *tex)
+{
+ /* Swizzle texture channels so that we get useful RGBA values when sampling
+ * a texture with fewer channels, e.g. when using density as color. */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_swizzle_set(tex, "rrr1");
+ GPU_texture_unbind(tex);
+}
+
+static GPUTexture *create_field_texture(FluidDomainSettings *fds)
+{
+ float *field = NULL;
+
+ switch (fds->coba_field) {
+ case FLUID_DOMAIN_FIELD_DENSITY:
+ field = manta_smoke_get_density(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_HEAT:
+ field = manta_smoke_get_heat(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FUEL:
+ field = manta_smoke_get_fuel(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_REACT:
+ field = manta_smoke_get_react(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FLAME:
+ field = manta_smoke_get_flame(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_VELOCITY_X:
+ field = manta_get_velocity_x(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_VELOCITY_Y:
+ field = manta_get_velocity_y(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_VELOCITY_Z:
+ field = manta_get_velocity_z(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_COLOR_R:
+ field = manta_smoke_get_color_r(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_COLOR_G:
+ field = manta_smoke_get_color_g(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_COLOR_B:
+ field = manta_smoke_get_color_b(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FORCE_X:
+ field = manta_get_force_x(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FORCE_Y:
+ field = manta_get_force_y(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FORCE_Z:
+ field = manta_get_force_z(fds->fluid);
+ break;
+ default:
+ return NULL;
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ UNPACK3(fds->res), 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_single(tex);
+ return tex;
+}
+
+static GPUTexture *create_density_texture(FluidDomainSettings *fds, int highres)
+{
+ int *dim = (highres) ? fds->res_noise : fds->res;
+
+ float *data;
+ if (highres) {
+ data = manta_noise_get_density(fds->fluid);
+ }
+ else {
+ data = manta_smoke_get_density(fds->fluid);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ UNPACK3(dim), 3, data, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_single(tex);
+
+ return tex;
+}
+
+static GPUTexture *create_color_texture(FluidDomainSettings *fds, int highres)
+{
+ const bool has_color = (highres) ? manta_noise_has_colors(fds->fluid) :
+ manta_smoke_has_colors(fds->fluid);
+
+ if (!has_color) {
+ return NULL;
+ }
+
+ int cell_count = (highres) ? manta_noise_get_cells(fds->fluid) : fds->total_cells;
+ int *dim = (highres) ? fds->res_noise : fds->res;
+ float *data = (float *)MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
+
+ if (data == NULL) {
+ return NULL;
+ }
+
+ if (highres) {
+ manta_noise_get_rgba(fds->fluid, data, 0);
+ }
+ else {
+ manta_smoke_get_rgba(fds->fluid, data, 0);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3, data, GPU_RGBA8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static GPUTexture *create_flame_texture(FluidDomainSettings *fds, int highres)
+{
+ float *source = NULL;
+ const bool has_fuel = (highres) ? manta_noise_has_fuel(fds->fluid) :
+ manta_smoke_has_fuel(fds->fluid);
+ int *dim = (highres) ? fds->res_noise : fds->res;
+
+ if (!has_fuel) {
+ return NULL;
+ }
+
+ if (highres) {
+ source = manta_noise_get_flame(fds->fluid);
+ }
+ else {
+ source = manta_smoke_get_flame(fds->fluid);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_single(tex);
+
+ return tex;
+}
+
+#endif /* WITH_FLUID */
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Public API
+ * \{ */
+
+void DRW_smoke_free(FluidModifierData *fmd)
+{
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
+ if (fmd->domain->tex_density) {
+ GPU_texture_free(fmd->domain->tex_density);
+ fmd->domain->tex_density = NULL;
+ }
+
+ if (fmd->domain->tex_color) {
+ GPU_texture_free(fmd->domain->tex_color);
+ fmd->domain->tex_color = NULL;
+ }
+
+ if (fmd->domain->tex_shadow) {
+ GPU_texture_free(fmd->domain->tex_shadow);
+ fmd->domain->tex_shadow = NULL;
+ }
+
+ if (fmd->domain->tex_flame) {
+ GPU_texture_free(fmd->domain->tex_flame);
+ fmd->domain->tex_flame = NULL;
+ }
+
+ if (fmd->domain->tex_flame_coba) {
+ GPU_texture_free(fmd->domain->tex_flame_coba);
+ fmd->domain->tex_flame_coba = NULL;
+ }
+
+ if (fmd->domain->tex_coba) {
+ GPU_texture_free(fmd->domain->tex_coba);
+ fmd->domain->tex_coba = NULL;
+ }
+
+ if (fmd->domain->tex_field) {
+ GPU_texture_free(fmd->domain->tex_field);
+ fmd->domain->tex_field = NULL;
+ }
+ }
+}
+
+void DRW_smoke_ensure_coba_field(FluidModifierData *fmd)
+{
+#ifndef WITH_FLUID
+ UNUSED_VARS(fmd);
+#else
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
+ FluidDomainSettings *fds = fmd->domain;
+
+ if (!fds->tex_field) {
+ fds->tex_field = create_field_texture(fds);
+ }
+ if (!fds->tex_coba) {
+ fds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, fds->coba);
+ }
+ }
+#endif
+}
+
+void DRW_smoke_ensure(FluidModifierData *fmd, int highres)
+{
+#ifndef WITH_FLUID
+ UNUSED_VARS(fmd, highres);
+#else
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
+ FluidDomainSettings *fds = fmd->domain;
+
+ if (!fds->tex_density) {
+ fds->tex_density = create_density_texture(fds, highres);
+ }
+ if (!fds->tex_color) {
+ fds->tex_color = create_color_texture(fds, highres);
+ }
+ if (!fds->tex_flame) {
+ fds->tex_flame = create_flame_texture(fds, highres);
+ }
+ if (!fds->tex_flame_coba && fds->tex_flame) {
+ fds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
+ }
+ if (!fds->tex_shadow) {
+ fds->tex_shadow = GPU_texture_create_nD(UNPACK3(fds->res),
+ 3,
+ manta_smoke_get_shadow(fds->fluid),
+ GPU_R8,
+ GPU_DATA_FLOAT,
+ 0,
+ true,
+ NULL);
+ }
+ }
+#endif /* WITH_FLUID */
+}
+
+void DRW_smoke_ensure_velocity(FluidModifierData *fmd)
+{
+#ifndef WITH_FLUID
+ UNUSED_VARS(fmd);
+#else
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
+ FluidDomainSettings *fds = fmd->domain;
+
+ const float *vel_x = manta_get_velocity_x(fds->fluid);
+ const float *vel_y = manta_get_velocity_y(fds->fluid);
+ const float *vel_z = manta_get_velocity_z(fds->fluid);
+
+ if (ELEM(NULL, vel_x, vel_y, vel_z)) {
+ return;
+ }
+
+ if (!fds->tex_velocity_x) {
+ fds->tex_velocity_x = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_x, NULL);
+ fds->tex_velocity_y = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_y, NULL);
+ fds->tex_velocity_z = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_z, NULL);
+ }
+ }
+#endif /* WITH_FLUID */
+}
+
+/* TODO Unify with the other DRW_smoke_free. */
+void DRW_smoke_free_velocity(FluidModifierData *fmd)
+{
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
+ if (fmd->domain->tex_velocity_x) {
+ GPU_texture_free(fmd->domain->tex_velocity_x);
+ }
+
+ if (fmd->domain->tex_velocity_y) {
+ GPU_texture_free(fmd->domain->tex_velocity_y);
+ }
+
+ if (fmd->domain->tex_velocity_z) {
+ GPU_texture_free(fmd->domain->tex_velocity_z);
+ }
+
+ fmd->domain->tex_velocity_x = NULL;
+ fmd->domain->tex_velocity_y = NULL;
+ fmd->domain->tex_velocity_z = NULL;
+ }
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 70c117d55b4..ede589f5bba 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -2716,7 +2716,7 @@ void DRW_engines_free(void)
void DRW_render_context_enable(Render *render)
{
if (G.background && DST.gl_context == NULL) {
- WM_init_opengl(G_MAIN);
+ WM_init_opengl();
}
if (GPU_use_main_context_workaround()) {
@@ -2847,7 +2847,7 @@ void DRW_opengl_context_disable_ex(bool restore)
void DRW_opengl_context_enable(void)
{
if (G.background && DST.gl_context == NULL) {
- WM_init_opengl(G_MAIN);
+ WM_init_opengl();
}
DRW_opengl_context_enable_ex(true);
}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 9d8050504ab..3184d6155d2 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1292,13 +1292,10 @@ static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass
}
static void drw_shgroup_material_texture(DRWShadingGroup *grp,
- GPUMaterialTexture *tex,
+ GPUTexture *gputex,
const char *name,
- eGPUSamplerState state,
- int textarget)
+ eGPUSamplerState state)
{
- GPUTexture *gputex = GPU_texture_from_blender(tex->ima, tex->iuser, NULL, textarget);
-
DRW_shgroup_uniform_texture_ex(grp, name, gputex, state);
GPUTexture **gputex_ref = BLI_memblock_alloc(DST.vmempool->images);
@@ -1314,15 +1311,16 @@ void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &textures) {
if (tex->ima) {
/* Image */
+ GPUTexture *gputex;
if (tex->tiled_mapping_name[0]) {
- drw_shgroup_material_texture(
- grp, tex, tex->sampler_name, tex->sampler_state, GL_TEXTURE_2D_ARRAY);
- drw_shgroup_material_texture(
- grp, tex, tex->tiled_mapping_name, tex->sampler_state, GL_TEXTURE_1D_ARRAY);
+ gputex = BKE_image_get_gpu_tiles(tex->ima, tex->iuser, NULL);
+ drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state);
+ gputex = BKE_image_get_gpu_tilemap(tex->ima, tex->iuser, NULL);
+ drw_shgroup_material_texture(grp, gputex, tex->tiled_mapping_name, tex->sampler_state);
}
else {
- drw_shgroup_material_texture(
- grp, tex, tex->sampler_name, tex->sampler_state, GL_TEXTURE_2D);
+ gputex = BKE_image_get_gpu_texture(tex->ima, tex->iuser, NULL);
+ drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state);
}
}
else if (tex->colorband) {
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index b6f51ada5a1..91cbc03e5a4 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -446,6 +446,7 @@ void DRW_state_reset(void)
DRW_state_reset_ex(DRW_STATE_DEFAULT);
GPU_texture_unbind_all();
+ GPU_uniformbuffer_unbind_all();
/* Should stay constant during the whole rendering. */
GPU_point_size(5);
@@ -669,8 +670,7 @@ BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom)
DST.batch = geom;
- GPU_batch_program_set_no_use(
- geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
+ GPU_batch_set_shader_no_bind(geom, shgroup->shader);
geom->program_in_use = true; /* XXX hacking #GPUBatch */
@@ -773,10 +773,11 @@ static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes,
&shgroup->pass_handle);
- printf("Pass : %s, Shader : %s, Block : %s\n",
+ printf("Pass : %s, Shader : %s, Block : %s, Binding %d\n",
parent_pass->name,
shgroup->shader->name,
- blockname);
+ blockname,
+ binding);
}
}
# endif
@@ -1106,6 +1107,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
/* Unbinding can be costly. Skip in normal condition. */
if (G.debug & G_DEBUG_GPU) {
GPU_texture_unbind_all();
+ GPU_uniformbuffer_unbind_all();
}
}
GPU_shader_bind(shgroup->shader);
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 34069438e47..1c260721efb 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -447,7 +447,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred)
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render() || !deferred) {
@@ -467,7 +468,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
geom,
frag_lib,
defines,
- wo->id.name);
+ wo->id.name,
+ callback);
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
@@ -487,7 +489,8 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred)
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render() || !deferred) {
@@ -507,7 +510,8 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
geom,
frag_lib,
defines,
- ma->id.name);
+ ma->id.name,
+ callback);
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
diff --git a/source/blender/draw/intern/draw_select_buffer.c b/source/blender/draw/intern/draw_select_buffer.c
index 84c8d0f861f..ee5561e1e38 100644
--- a/source/blender/draw/intern/draw_select_buffer.c
+++ b/source/blender/draw/intern/draw_select_buffer.c
@@ -395,7 +395,7 @@ uint DRW_select_buffer_find_nearest_to_point(struct Depsgraph *depsgraph,
int center_x = width / 2;
int center_y = height / 2;
- /* Manhatten distance in keeping with other screen-based selection. */
+ /* Manhattan distance in keeping with other screen-based selection. */
*dist = (uint)(abs(hit_x - center_x) + abs(hit_y - center_y));
/* Indices start at 1 here. */
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 3c470f802ec..b42700b2c7e 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -184,8 +184,7 @@ void DRW_draw_cursor(void)
GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
- GPU_batch_program_set(
- cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
+ GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
index ffff631e34b..8684d82f228 100644
--- a/source/blender/draw/intern/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -95,7 +95,7 @@ void hair_get_interp_attrs(
* For final drawing, the vertex index and the number of vertex per segment
*/
-#ifndef HAIR_PHASE_SUBDIV
+#if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
int hair_get_strand_id(void)
{
return gl_VertexID / (hairStrandsRes * hairThicknessRes);
@@ -206,4 +206,24 @@ vec3 hair_get_strand_pos(void)
return texelFetch(hairPointBuffer, id).point_position;
}
+vec2 hair_get_barycentric(void)
+{
+ /* To match cycles without breaking into individual segment we encode if we need to invert
+ * the first component into the second component. We invert if the barycentricTexCo.y
+ * is NOT 0.0 or 1.0. */
+ int id = hair_get_base_id();
+ return vec2(float((id % 2) == 1), float(((id % 4) % 3) > 0));
+}
+
#endif
+
+/* To be fed the result of hair_get_barycentric from vertex shader. */
+vec2 hair_resolve_barycentric(vec2 vert_barycentric)
+{
+ if (fract(vert_barycentric.y) != 0.0) {
+ return vec2(vert_barycentric.x, 0.0);
+ }
+ else {
+ return vec2(1.0 - vert_barycentric.x, 0.0);
+ }
+}
diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
index e337376d7c4..643d7e7d942 100644
--- a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
@@ -116,4 +116,4 @@ vec3 normal_decode(vec2 enc, vec3 view)
return n;
}
-/** \} */ \ No newline at end of file
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
index 36b67f2bd60..625e8bb1ff8 100644
--- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
@@ -36,4 +36,4 @@ vec3 pointcloud_get_pos(void)
vec3 outpos, outnor;
pointcloud_get_pos_and_nor(outpos, outnor);
return outpos;
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 095bc64a19e..a55d2cd8c1a 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -22,6 +22,16 @@ layout(std140) uniform viewBlock
vec4 CameraTexCoFactors;
};
+#define ViewNear (ViewVecs[0].w)
+#define ViewFar (ViewVecs[1].w)
+
+#define cameraForward ViewMatrixInverse[2].xyz
+#define cameraPos ViewMatrixInverse[3].xyz
+#define cameraVec \
+ ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+#define viewCameraVec \
+ ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0))
+
#ifdef world_clip_planes_calc_clip_distance
# undef world_clip_planes_calc_clip_distance
# define world_clip_planes_calc_clip_distance(p) \
@@ -104,10 +114,13 @@ uniform int resourceId;
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
-# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
-# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom;
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
-# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id;
+# ifdef USE_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
+# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
+# else
+# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# endif
#endif
/* If used in a fragment / geometry shader, we pass
@@ -118,7 +131,7 @@ uniform int resourceId;
flat in int resourceIDGeom[];
# define resource_id resourceIDGeom
-# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i];
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
#endif
#ifdef GPU_FRAGMENT_SHADER
@@ -171,9 +184,12 @@ uniform mat4 ModelMatrixInverse;
* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
**/
-#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n))
-#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
-#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
+#define NormalMatrix transpose(mat3(ModelMatrixInverse))
+#define NormalMatrixInverse transpose(mat3(ModelMatrix))
+
+#define normal_object_to_view(n) (mat3(ViewMatrix) * (NormalMatrix * n))
+#define normal_object_to_world(n) (NormalMatrix * n)
+#define normal_world_to_object(n) (NormalMatrixInverse * n)
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
@@ -199,3 +215,78 @@ uniform mat4 ModelMatrixInverse;
#define DRW_BASE_FROM_DUPLI (1 << 2)
#define DRW_BASE_FROM_SET (1 << 3)
#define DRW_BASE_ACTIVE (1 << 4)
+
+/* ---- Opengl Depth conversion ---- */
+
+float linear_depth(bool is_persp, float z, float zf, float zn)
+{
+ if (is_persp) {
+ return (zn * zf) / (z * (zn - zf) + zf);
+ }
+ else {
+ return (z * 2.0 - 1.0) * zf;
+ }
+}
+
+float buffer_depth(bool is_persp, float z, float zf, float zn)
+{
+ if (is_persp) {
+ return (zf * (zn - z)) / (z * (zn - zf));
+ }
+ else {
+ return (z / (zf * 2.0)) + 0.5;
+ }
+}
+
+float get_view_z_from_depth(float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float d = 2.0 * depth - 1.0;
+ return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+ }
+ else {
+ return ViewVecs[0].z + depth * ViewVecs[1].z;
+ }
+}
+
+float get_depth_from_view_z(float z)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
+ return d * 0.5 + 0.5;
+ }
+ else {
+ return (z - ViewVecs[0].z) / ViewVecs[1].z;
+ }
+}
+
+vec2 get_uvs_from_view(vec3 view)
+{
+ vec4 ndc = ProjectionMatrix * vec4(view, 1.0);
+ return (ndc.xy / ndc.w) * 0.5 + 0.5;
+}
+
+vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ return vec3(ViewVecs[0].xy + uvcoords * ViewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
+ }
+ else {
+ return ViewVecs[0].xyz + vec3(uvcoords, depth) * ViewVecs[1].xyz;
+ }
+}
+
+vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
+{
+ return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
+}
+
+vec3 get_view_vector_from_screen_uv(vec2 uv)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ return normalize(vec3(ViewVecs[0].xy + uv * ViewVecs[1].xy, 1.0));
+ }
+ else {
+ return vec3(0.0, 0.0, 1.0);
+ }
+}