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Diffstat (limited to 'source/blender/gpu/intern/gpu_lamp.c')
-rw-r--r--source/blender/gpu/intern/gpu_lamp.c458
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;
-}