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Diffstat (limited to 'source/blender/gpu/intern/gpu_lamp.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_lamp.c | 458 |
1 files changed, 0 insertions, 458 deletions
diff --git a/source/blender/gpu/intern/gpu_lamp.c b/source/blender/gpu/intern/gpu_lamp.c deleted file mode 100644 index f8ca11782a5..00000000000 --- a/source/blender/gpu/intern/gpu_lamp.c +++ /dev/null @@ -1,458 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * 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) 2006 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Brecht Van Lommel, Clément Foucault. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/gpu/intern/gpu_lamp.c - * \ingroup gpu - * - * Manages Opengl lights. - */ - -#include "MEM_guardedalloc.h" - -#include "DNA_lamp_types.h" -#include "DNA_object_types.h" -#include "DNA_scene_types.h" - -#include "BLI_listbase.h" -#include "BLI_math.h" -#include "BLI_utildefines.h" - -#include "BKE_group.h" - -#include "GPU_framebuffer.h" -#include "GPU_glew.h" -#include "GPU_lamp.h" -#include "GPU_material.h" -#include "GPU_shader.h" -#include "GPU_texture.h" -#include "GPU_batch.h" - -#include "gpu_lamp_private.h" - -bool GPU_lamp_visible(GPULamp *lamp, Material *ma) -{ - if (lamp->hide) - return false; - else if (ma && ma->group) - return BKE_group_object_exists(ma->group, lamp->ob); - else - return true; -} - -static void gpu_lamp_calc_winmat(GPULamp *lamp) -{ - float temp, angle, pixsize, wsize; - - if (lamp->type == LA_SUN) { - wsize = lamp->la->shadow_frustum_size; - orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend); - } - else if (lamp->type == LA_SPOT) { - angle = saacos(lamp->spotsi); - temp = 0.5f * lamp->size * cosf(angle) / sinf(angle); - pixsize = lamp->d / temp; - wsize = pixsize * 0.5f * lamp->size; - /* compute shadows according to X and Y scaling factors */ - perspective_m4( - lamp->winmat, - -wsize * lamp->spotvec[0], wsize * lamp->spotvec[0], - -wsize * lamp->spotvec[1], wsize * lamp->spotvec[1], - lamp->d, lamp->clipend); - } -} - -void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]) -{ - float mat[4][4]; - float obmat_scale[3]; - - lamp->lay = lay; - lamp->hide = hide; - - normalize_m4_m4_ex(mat, obmat, obmat_scale); - - copy_v3_v3(lamp->vec, mat[2]); - copy_v3_v3(lamp->co, mat[3]); - copy_m4_m4(lamp->obmat, mat); - invert_m4_m4(lamp->imat, mat); - - if (lamp->type == LA_SPOT) { - /* update spotlamp scale on X and Y axis */ - lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2]; - lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2]; - } - - if (GPU_lamp_has_shadow_buffer(lamp)) { - /* makeshadowbuf */ - gpu_lamp_calc_winmat(lamp); - } -} - -void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy) -{ - lamp->energy = energy; - if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy; - - lamp->col[0] = r; - lamp->col[1] = g; - lamp->col[2] = b; -} - -void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2, - float coeff_const, float coeff_lin, float coeff_quad) -{ - lamp->dist = distance; - lamp->att1 = att1; - lamp->att2 = att2; - lamp->coeff_const = coeff_const; - lamp->coeff_lin = coeff_lin; - lamp->coeff_quad = coeff_quad; -} - -void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend) -{ - lamp->spotsi = cosf(spotsize * 0.5f); - lamp->spotbl = (1.0f - lamp->spotsi) * spotblend; -} - -static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp) -{ - lamp->scene = scene; - lamp->ob = ob; - lamp->par = par; - lamp->la = la; - - /* add_render_lamp */ - lamp->mode = la->mode; - lamp->type = la->type; - - lamp->energy = la->energy; - if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy; - - lamp->col[0] = la->r; - lamp->col[1] = la->g; - lamp->col[2] = la->b; - - GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat); - - lamp->spotsi = la->spotsize; - if (lamp->mode & LA_HALO) - if (lamp->spotsi > DEG2RADF(170.0f)) - lamp->spotsi = DEG2RADF(170.0f); - lamp->spotsi = cosf(lamp->spotsi * 0.5f); - lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend; - lamp->k = la->k; - - lamp->dist = la->dist; - lamp->falloff_type = la->falloff_type; - lamp->att1 = la->att1; - lamp->att2 = la->att2; - lamp->coeff_const = la->coeff_const; - lamp->coeff_lin = la->coeff_lin; - lamp->coeff_quad = la->coeff_quad; - lamp->curfalloff = la->curfalloff; - - /* initshadowbuf */ - lamp->bias = 0.02f * la->bias; - lamp->size = la->bufsize; - lamp->d = la->clipsta; - lamp->clipend = la->clipend; - - /* arbitrary correction for the fact we do no soft transition */ - lamp->bias *= 0.25f; -} - -static void gpu_lamp_shadow_free(GPULamp *lamp) -{ - if (lamp->tex) { - GPU_texture_free(lamp->tex); - lamp->tex = NULL; - } - if (lamp->depthtex) { - GPU_texture_free(lamp->depthtex); - lamp->depthtex = NULL; - } - if (lamp->fb) { - GPU_framebuffer_free(lamp->fb); - lamp->fb = NULL; - } - if (lamp->blurtex) { - GPU_texture_free(lamp->blurtex); - lamp->blurtex = NULL; - } - if (lamp->blurfb) { - GPU_framebuffer_free(lamp->blurfb); - lamp->blurfb = NULL; - } -} - -static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size) -{ - return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL); -} - -LampEngineData *GPU_lamp_engine_data_get(Scene *scene, Object *ob, Object *par, struct RenderEngineType *re) -{ - GPULamp *lamp; - LinkData *link; - - for (link = ob->gpulamp.first; link; link = link->next) { - lamp = (GPULamp *)link->data; - - if ((lamp->par == par) && (lamp->scene == scene) && (lamp->re == re)) - return &lamp->data; - } - - lamp = MEM_callocN(sizeof(GPULamp), "GPULamp"); - - link = MEM_callocN(sizeof(LinkData), "GPULampLink"); - link->data = lamp; - BLI_addtail(&ob->gpulamp, link); - - lamp->scene = scene; - lamp->ob = ob; - lamp->par = par; - lamp->la = ob->data; - lamp->re = re; - - return &lamp->data; -} - -GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) -{ - Lamp *la; - GPULamp *lamp; - LinkData *link; - - for (link = ob->gpulamp.first; link; link = link->next) { - lamp = (GPULamp *)link->data; - - if (lamp->par == par && lamp->scene == scene) - return link->data; - } - - lamp = MEM_callocN(sizeof(GPULamp), "GPULamp"); - - link = MEM_callocN(sizeof(LinkData), "GPULampLink"); - link->data = lamp; - BLI_addtail(&ob->gpulamp, link); - - la = ob->data; - gpu_lamp_from_blender(scene, ob, par, la, lamp); - - if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) || - (la->type == LA_SUN && (la->mode & LA_SHAD_RAY))) - { - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { - lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); - lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size); - lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5); - - lamp->fb = GPU_framebuffer_create(); - GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, 0); - GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0); - - lamp->blurfb = GPU_framebuffer_create(); - GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, 0); - - if (!GPU_framebuffer_check_valid(lamp->fb, NULL) || - !GPU_framebuffer_check_valid(lamp->blurfb, NULL)) - { - gpu_lamp_shadow_free(lamp); - return lamp; - } - } - else { - lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); - - GPU_texture_bind(lamp->tex, 0); - GPU_texture_compare_mode(lamp->tex, true); - GPU_texture_filter_mode(lamp->tex, true); - GPU_texture_unbind(lamp->tex); - - lamp->fb = GPU_framebuffer_create(); - GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, 0); - - if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - } - - GPU_framebuffer_restore(); - - lamp->shadow_color[0] = la->shdwr; - lamp->shadow_color[1] = la->shdwg; - lamp->shadow_color[2] = la->shdwb; - } - else { - lamp->shadow_color[0] = 1.0; - lamp->shadow_color[1] = 1.0; - lamp->shadow_color[2] = 1.0; - } - - return lamp; -} - -void GPU_lamp_engine_data_free(LampEngineData *led) -{ - for (int i = 0; i < MAX_LAMP_DATA; ++i) { - if (led->storage[i]) { - MEM_freeN(led->storage[i]); - led->storage[i] = NULL; - } - } -} - -void GPU_lamp_free(Object *ob) -{ - GPULamp *lamp; - LinkData *link; - - for (link = ob->gpulamp.first; link; link = link->next) { - lamp = link->data; - - gpu_lamp_shadow_free(lamp); - GPU_lamp_engine_data_free(&lamp->data); - - MEM_freeN(lamp); - } - - BLI_freelistN(&ob->gpulamp); -} - -bool GPU_lamp_has_shadow_buffer(GPULamp *UNUSED(lamp)) -{ - return false; -} - -void GPU_lamp_update_buffer_mats(GPULamp *lamp) -{ - float rangemat[4][4], persmat[4][4]; - - /* initshadowbuf */ - invert_m4_m4(lamp->viewmat, lamp->obmat); - normalize_v3(lamp->viewmat[0]); - normalize_v3(lamp->viewmat[1]); - normalize_v3(lamp->viewmat[2]); - - /* makeshadowbuf */ - mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat); - - /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */ - unit_m4(rangemat); - rangemat[0][0] = 0.5f; - rangemat[1][1] = 0.5f; - rangemat[2][2] = 0.5f; - rangemat[3][0] = 0.5f; - rangemat[3][1] = 0.5f; - rangemat[3][2] = 0.5f; - - mul_m4_m4m4(lamp->persmat, rangemat, persmat); -} - -void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]) -{ - GPU_lamp_update_buffer_mats(lamp); - - /* opengl */ - glDisable(GL_SCISSOR_TEST); - GPU_framebuffer_bind(lamp->fb); - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) - GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE)); - - /* set matrices */ - copy_m4_m4(viewmat, lamp->viewmat); - copy_m4_m4(winmat, lamp->winmat); - *winsize = lamp->size; -} - -static void gpu_lamp_shadow_blur(GPULamp *lamp) -{ - const float scaleh[2] = {1.0f / GPU_texture_width(lamp->blurtex), 0.0f}; - const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(lamp->tex)}; - - GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR); - - if (!blur_shader) - return; - - int tex_loc = GPU_shader_get_uniform(blur_shader, "textureSource"); - int scale_loc = GPU_shader_get_uniform(blur_shader, "ScaleU"); - - glDisable(GL_DEPTH_TEST); - - GPU_shader_bind(blur_shader); - - /* Blurring horizontally */ - GPU_framebuffer_bind(lamp->blurfb); - GPU_texture_bind(lamp->tex, 0); - GPU_shader_uniform_vector(blur_shader, scale_loc, 2, 1, scaleh); - GPU_shader_uniform_texture(blur_shader, tex_loc, lamp->tex); - GWN_draw_primitive(GL_TRIANGLES, 3); - - /* Blurring vertically */ - GPU_framebuffer_bind(lamp->fb); - GPU_texture_bind(lamp->blurtex, 0); - GPU_shader_uniform_vector(blur_shader, scale_loc, 2, 1, scalev); - GPU_shader_uniform_texture(blur_shader, tex_loc, lamp->blurtex); - GWN_draw_primitive(GL_TRIANGLES, 3); -} - -void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp) -{ - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { - GPU_shader_unbind(); - gpu_lamp_shadow_blur(lamp); - } - - GPU_framebuffer_restore(); - glEnable(GL_SCISSOR_TEST); -} - -int GPU_lamp_shadow_buffer_type(GPULamp *lamp) -{ - return lamp->la->shadowmap_type; -} - -int GPU_lamp_shadow_bind_code(GPULamp *lamp) -{ - return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1; -} - -float *GPU_lamp_dynpersmat(GPULamp *lamp) -{ - return &lamp->dynpersmat[0][0]; -} - -int GPU_lamp_shadow_layer(GPULamp *lamp) -{ - if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW))) - return lamp->lay; - else - return -1; -} |