diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 257 |
1 files changed, 244 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index b5512aa108d..d291db2a84d 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -622,7 +622,11 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final "tmp", input->link->output->id); } else if (input->source == GPU_SOURCE_BUILTIN) { - if (input->builtin == GPU_VIEW_NORMAL) + if (input->builtin == GPU_INVERSE_VIEW_MATRIX) + BLI_dynstr_append(ds, "viewinv"); + else if (input->builtin == GPU_VIEW_POSITION) + BLI_dynstr_append(ds, "viewposition"); + else if (input->builtin == GPU_VIEW_NORMAL) BLI_dynstr_append(ds, "facingnormal"); else BLI_dynstr_append(ds, GPU_builtin_name(input->builtin)); @@ -655,12 +659,12 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final BLI_dynstr_append(ds, ");\n"); } - BLI_dynstr_append(ds, "\n\tgl_FragColor = "); + BLI_dynstr_append(ds, "\n\tfragColor = "); codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id); BLI_dynstr_append(ds, ";\n"); } -static char *code_generate_fragment(ListBase *nodes, GPUOutput *output) +static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, bool use_new_shading) { DynStr *ds = BLI_dynstr_new(); char *code; @@ -686,8 +690,23 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output) BLI_dynstr_append(ds, "void main()\n{\n"); - if (builtins & GPU_VIEW_NORMAL) - BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n"); + if (use_new_shading) { + if (builtins & GPU_INVERSE_VIEW_MATRIX) + BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n"); + if (builtins & GPU_VIEW_NORMAL) + BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n"); + if (builtins & GPU_VIEW_POSITION) + BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n"); + + } + else { + if (builtins & GPU_INVERSE_VIEW_MATRIX) + BLI_dynstr_append(ds, "\tmat4 viewinv = unfinvviewmat;\n"); + if (builtins & GPU_VIEW_NORMAL) + BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n"); + if (builtins & GPU_VIEW_POSITION) + BLI_dynstr_append(ds, "\tvec3 viewposition = varposition;\n"); + } /* Calculate tangent space. */ #ifdef WITH_OPENSUBDIV @@ -733,6 +752,87 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output) return code; } +static const char *attrib_prefix_get(CustomDataType type) +{ + switch (type) { + case CD_ORCO: return "orco"; + case CD_MTFACE: return "u"; + case CD_TANGENT: return "t"; + case CD_MCOL: return "c"; + case CD_AUTO_FROM_NAME: return "a"; + default: BLI_assert(false && "Attrib Prefix type not found : This should not happen!"); return ""; + } +} + +static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code) +{ + DynStr *ds = BLI_dynstr_new(); + GPUNode *node; + GPUInput *input; + char *code; + + for (node = nodes->first; node; node = node->next) { + for (input = node->inputs.first; input; input = input->next) { + if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) { + /* XXX FIXME : see notes in mesh_render_data_create() */ + /* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */ + if (input->attribname[0] == '\0') { + BLI_dynstr_appendf(ds, "in %s %s;\n", GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype)); + BLI_dynstr_appendf(ds, "#define att%d %s\n", input->attribid, attrib_prefix_get(input->attribtype)); + } + else { + unsigned int hash = BLI_ghashutil_strhash_p(input->attribname); + BLI_dynstr_appendf(ds, "in %s %s%u;\n", + GPU_DATATYPE_STR[input->type], attrib_prefix_get(input->attribtype), hash); + BLI_dynstr_appendf(ds, "#define att%d %s%u\n", + input->attribid, attrib_prefix_get(input->attribtype), hash); + } + BLI_dynstr_appendf(ds, "out %s var%d;\n", + GPU_DATATYPE_STR[input->type], input->attribid); + } + } + } + + BLI_dynstr_append(ds, "\n"); + + BLI_dynstr_append(ds, "#define ATTRIB\n"); + BLI_dynstr_append(ds, "uniform mat3 NormalMatrix;\n"); + BLI_dynstr_append(ds, "void pass_attrib(void) {\n"); + + for (node = nodes->first; node; node = node->next) { + for (input = node->inputs.first; input; input = input->next) { + if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) { + if (input->attribtype == CD_TANGENT) { /* silly exception */ + BLI_dynstr_appendf( + ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n", + input->attribid, input->attribid); + BLI_dynstr_appendf( + ds, "\tvar%d.w = att%d.w;\n", + input->attribid, input->attribid); + } + else { + BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", + input->attribid, input->attribid); + } + } + } + } + + BLI_dynstr_append(ds, "}\n"); + + BLI_dynstr_append(ds, vert_code); + + code = BLI_dynstr_get_cstring(ds); + + BLI_dynstr_free(ds); + +#if 0 + if (G.debug & G_DEBUG) printf("%s\n", code); +#endif + + return code; +} + static char *code_generate_vertex(ListBase *nodes, const GPUMatType type) { DynStr *ds = BLI_dynstr_new(); @@ -790,7 +890,7 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type) BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n"); #endif BLI_dynstr_appendf( - ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n", + ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n", input->attribid, input->attribid); BLI_dynstr_appendf( ds, "\tvar%d.w = att%d.w;\n", @@ -928,6 +1028,67 @@ GPUShader *GPU_pass_shader(GPUPass *pass) return pass->shader; } +static void gpu_nodes_extract_dynamic_inputs_new(GPUPass *pass, ListBase *nodes) +{ + GPUShader *shader = pass->shader; + GPUNode *node; + GPUInput *next, *input; + ListBase *inputs = &pass->inputs; + int extract, z; + + memset(inputs, 0, sizeof(*inputs)); + + if (!shader) + return; + + GPU_shader_bind(shader); + + for (node = nodes->first; node; node = node->next) { + z = 0; + for (input = node->inputs.first; input; input = next, z++) { + next = input->next; + + /* attributes don't need to be bound, they already have + * an id that the drawing functions will use */ + if (input->source == GPU_SOURCE_ATTRIB) { + continue; + } + + if (input->source == GPU_SOURCE_BUILTIN || + input->source == GPU_SOURCE_OPENGL_BUILTIN) + { + continue; + } + + 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); + + /* pass non-dynamic uniforms to opengl */ + extract = 0; + + if (input->ima || input->tex || input->prv) { + if (input->bindtex) + extract = 1; + } + else if (input->dynamicvec) + extract = 1; + + if (extract) + input->shaderloc = GPU_shader_get_uniform(shader, input->shadername); + + /* extract nodes */ + if (extract) { + BLI_remlink(&node->inputs, input); + BLI_addtail(inputs, input); + } + } + } + + GPU_shader_unbind(); +} + static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes) { GPUShader *shader = pass->shader; @@ -1194,7 +1355,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType #if 0 input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL); #endif - input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, GPU_HDR_NONE, NULL); + input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL); input->textarget = GL_TEXTURE_2D; MEM_freeN(link->ptr1); @@ -1387,7 +1548,14 @@ GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name) { GPUNodeLink *link = GPU_node_link_create(); - link->attribtype = type; + /* Fall back to the UV layer, which matches old behavior. */ + if (type == CD_AUTO_FROM_NAME && name[0] == '\0') { + link->attribtype = CD_MTFACE; + } + else { + link->attribtype = type; + } + link->attribname = name; return link; @@ -1647,6 +1815,73 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink) } } +GPUPass *GPU_generate_pass_new(ListBase *nodes, struct GPUNodeLink *frag_outlink, + const char *vert_code, const char *geom_code, + const char *frag_lib, const char *defines) +{ + GPUShader *shader; + GPUPass *pass; + char *vertexgen, *geometrygen, *fragmentgen, *tmp; + char *vertexcode, *geometrycode, *fragmentcode; + + /* prune unused nodes */ + gpu_nodes_prune(nodes, frag_outlink); + + /* Hacky */ + GPUVertexAttribs attribs; + gpu_nodes_get_vertex_attributes(nodes, &attribs); + + /* generate code and compile with opengl */ + fragmentgen = code_generate_fragment(nodes, frag_outlink->output, true); + vertexgen = code_generate_vertex_new(nodes, vert_code); + // geometrygen = code_generate_geometry(nodes, false); + UNUSED_VARS(geometrygen); + + tmp = BLI_strdupcat(frag_lib, glsl_material_library); + fragmentcode = BLI_strdupcat(tmp, fragmentgen); + vertexcode = BLI_strdup(vertexgen); + geometrycode = (geom_code) ? BLI_strdup(geom_code) : NULL; + + shader = GPU_shader_create(vertexcode, + fragmentcode, + geometrycode, + NULL, + defines); + + MEM_freeN(tmp); + + /* failed? */ + if (!shader) { + if (fragmentcode) + MEM_freeN(fragmentcode); + if (vertexcode) + MEM_freeN(vertexcode); + if (geometrycode) + MEM_freeN(geometrycode); + MEM_freeN(fragmentgen); + MEM_freeN(vertexgen); + gpu_nodes_free(nodes); + return NULL; + } + + /* create pass */ + pass = MEM_callocN(sizeof(GPUPass), "GPUPass"); + pass->shader = shader; + pass->fragmentcode = fragmentcode; + pass->geometrycode = geometrycode; + pass->vertexcode = vertexcode; + pass->libcode = glsl_material_library; + + /* extract dynamic inputs and throw away nodes */ + gpu_nodes_extract_dynamic_inputs_new(pass, nodes); + gpu_nodes_free(nodes); + + MEM_freeN(fragmentgen); + MEM_freeN(vertexgen); + + return pass; +} + GPUPass *GPU_generate_pass( ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttribs *attribs, int *builtins, @@ -1672,7 +1907,7 @@ GPUPass *GPU_generate_pass( gpu_nodes_get_builtin_flag(nodes, builtins); /* generate code and compile with opengl */ - fragmentcode = code_generate_fragment(nodes, outlink->output); + fragmentcode = code_generate_fragment(nodes, outlink->output, false); vertexcode = code_generate_vertex(nodes, type); geometrycode = code_generate_geometry(nodes, use_opensubdiv); @@ -1688,9 +1923,6 @@ GPUPass *GPU_generate_pass( geometrycode, glsl_material_library, NULL, - 0, - 0, - 0, flags); /* failed? */ @@ -1708,7 +1940,6 @@ GPUPass *GPU_generate_pass( /* create pass */ pass = MEM_callocN(sizeof(GPUPass), "GPUPass"); - pass->output = outlink->output; pass->shader = shader; pass->fragmentcode = fragmentcode; pass->geometrycode = geometrycode; |