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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c191
1 files changed, 136 insertions, 55 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index fa22783ba2a..75a9572f54f 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -76,10 +76,15 @@ typedef enum DynMatProperty {
DYN_LAMP_PERSMAT = 8,
} DynMatProperty;
+
struct GPUMaterial {
Scene *scene;
Material *ma;
+ /* material for mesh surface, worlds or something else.
+ * some code generation is done differently depending on the use case */
+ int type;
+
/* for creating the material */
ListBase nodes;
GPUNodeLink *outlink;
@@ -194,7 +199,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material)
attribs->totlayer = b;
}
-static int GPU_material_construct_end(GPUMaterial *material)
+static int GPU_material_construct_end(GPUMaterial *material, const char *passname)
{
if (material->outlink) {
GPUNodeLink *outlink;
@@ -202,7 +207,7 @@ static int GPU_material_construct_end(GPUMaterial *material)
outlink = material->outlink;
material->pass = GPU_generate_pass(&material->nodes, outlink,
- &material->attribs, &material->builtins, material->ma->id.name);
+ &material->attribs, &material->builtins, material->type, passname);
if (!material->pass)
return 0;
@@ -229,12 +234,12 @@ static int GPU_material_construct_end(GPUMaterial *material)
return 0;
}
-void GPU_material_free(Material *ma)
+void GPU_material_free(ListBase *gpumaterial)
{
LinkData *link;
LinkData *nlink, *mlink, *next;
- for (link=ma->gpumaterial.first; link; link=link->next) {
+ for (link=gpumaterial->first; link; link=link->next) {
GPUMaterial *material = link->data;
if (material->pass)
@@ -243,19 +248,23 @@ void GPU_material_free(Material *ma)
for (nlink=material->lamps.first; nlink; nlink=nlink->next) {
GPULamp *lamp = nlink->data;
- for (mlink=lamp->materials.first; mlink; mlink=next) {
- next = mlink->next;
- if (mlink->data == ma)
- BLI_freelinkN(&lamp->materials, mlink);
+ if (material->ma) {
+ Material *ma = material->ma;
+
+ for (mlink=lamp->materials.first; mlink; mlink=next) {
+ next = mlink->next;
+ if (mlink->data == ma)
+ BLI_freelinkN(&lamp->materials, mlink);
+ }
}
}
-
+
BLI_freelistN(&material->lamps);
MEM_freeN(material);
}
- BLI_freelistN(&ma->gpumaterial);
+ BLI_freelistN(gpumaterial);
}
bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
@@ -280,42 +289,44 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
viewlay &= srl->lay;
/* handle layer lamps */
- for (nlink=material->lamps.first; nlink; nlink=nlink->next) {
- lamp= nlink->data;
-
- if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))
- && GPU_lamp_override_visible(lamp, srl, material->ma)) {
- lamp->dynenergy = lamp->energy;
- copy_v3_v3(lamp->dyncol, lamp->col);
- }
- else {
- lamp->dynenergy = 0.0f;
- lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f;
- }
-
- if (material->dynproperty & DYN_LAMP_VEC) {
- copy_v3_v3(lamp->dynvec, lamp->vec);
- normalize_v3(lamp->dynvec);
- negate_v3(lamp->dynvec);
- mul_mat3_m4_v3(viewmat, lamp->dynvec);
- }
-
- if (material->dynproperty & DYN_LAMP_CO) {
- copy_v3_v3(lamp->dynco, lamp->co);
- mul_m4_v3(viewmat, lamp->dynco);
- }
-
- if (material->dynproperty & DYN_LAMP_IMAT) {
- mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv);
- }
-
- if (material->dynproperty & DYN_LAMP_PERSMAT) {
- if (!GPU_lamp_has_shadow_buffer(lamp)) /* The lamp matrices are already updated if we're using shadow buffers */
- GPU_lamp_update_buffer_mats(lamp);
- mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
+ if (material->type == GPU_MATERIAL_TYPE_MESH) {
+ for (nlink=material->lamps.first; nlink; nlink=nlink->next) {
+ lamp= nlink->data;
+
+ if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))
+ && GPU_lamp_override_visible(lamp, srl, material->ma)) {
+ lamp->dynenergy = lamp->energy;
+ copy_v3_v3(lamp->dyncol, lamp->col);
+ }
+ else {
+ lamp->dynenergy = 0.0f;
+ lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f;
+ }
+
+ if (material->dynproperty & DYN_LAMP_VEC) {
+ copy_v3_v3(lamp->dynvec, lamp->vec);
+ normalize_v3(lamp->dynvec);
+ negate_v3(lamp->dynvec);
+ mul_mat3_m4_v3(viewmat, lamp->dynvec);
+ }
+
+ if (material->dynproperty & DYN_LAMP_CO) {
+ copy_v3_v3(lamp->dynco, lamp->co);
+ mul_m4_v3(viewmat, lamp->dynco);
+ }
+
+ if (material->dynproperty & DYN_LAMP_IMAT) {
+ mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv);
+ }
+
+ if (material->dynproperty & DYN_LAMP_PERSMAT) {
+ if (!GPU_lamp_has_shadow_buffer(lamp)) /* The lamp matrices are already updated if we're using shadow buffers */
+ GPU_lamp_update_buffer_mats(lamp);
+ mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
+ }
}
}
-
+
/* note material must be bound before setting uniforms */
GPU_pass_bind(material->pass, time, mipmap);
@@ -376,6 +387,12 @@ Scene *GPU_material_scene(GPUMaterial *material)
return material->scene;
}
+GPUMatType GPU_Material_get_type(GPUMaterial *material)
+{
+ return material->type;
+}
+
+
void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
{
*attribs = material->attribs;
@@ -1589,6 +1606,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma)
/* allocate material */
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
+ mat->type = GPU_MATERIAL_TYPE_MESH;
if (ma->preview && ma->preview->rect[0]) {
outlink = gpu_material_preview_matcap(mat, ma);
@@ -1599,7 +1617,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma)
GPU_material_output_link(mat, outlink);
- GPU_material_construct_end(mat);
+ GPU_material_construct_end(mat, "matcap_pass");
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
@@ -1612,6 +1630,45 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma)
return mat;
}
+GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
+{
+ LinkData *link;
+ GPUMaterial *mat;
+
+ for (link=wo->gpumaterial.first; link; link=link->next)
+ if (((GPUMaterial*)link->data)->scene == scene)
+ return link->data;
+
+ /* allocate material */
+ mat = GPU_material_construct_begin(NULL);
+ mat->scene = scene;
+ mat->type = GPU_MATERIAL_TYPE_WORLD;
+
+ /* create nodes */
+ if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes)
+ ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING);
+ else {
+ /* old fixed function world */
+ }
+
+ if (GPU_material_do_color_management(mat))
+ if (mat->outlink)
+ GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
+
+ GPU_material_construct_end(mat, wo->id.name);
+
+ /* note that even if building the shader fails in some way, we still keep
+ * it to avoid trying to compile again and again, and simple do not use
+ * the actual shader on drawing */
+
+ link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
+ link->data = mat;
+ BLI_addtail(&wo->gpumaterial, link);
+
+ return mat;
+}
+
+
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
{
GPUMaterial *mat;
@@ -1625,6 +1682,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
/* allocate material */
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
+ mat->type = GPU_MATERIAL_TYPE_MESH;
/* render pipeline option */
if (ma->mode & MA_TRANSP)
@@ -1654,7 +1712,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
if (mat->outlink)
GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
- GPU_material_construct_end(mat);
+ GPU_material_construct_end(mat, ma->id.name);
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
@@ -1671,12 +1729,16 @@ void GPU_materials_free(void)
{
Object *ob;
Material *ma;
+ World *wo;
extern Material defmaterial;
for (ma=G.main->mat.first; ma; ma=ma->id.next)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
- GPU_material_free(&defmaterial);
+ for (wo=G.main->world.first; wo; wo=wo->id.next)
+ GPU_material_free(&wo->gpumaterial);
+
+ GPU_material_free(&defmaterial.gpumaterial);
for (ob=G.main->object.first; ob; ob=ob->id.next)
GPU_lamp_free(ob);
@@ -1851,7 +1913,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
@@ -1863,11 +1925,16 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
+ if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
/* FBO and texture for blurring */
lamp->blurfb = GPU_framebuffer_create();
if (!lamp->blurfb) {
@@ -1881,10 +1948,20 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
+
+ /* we need to properly bind to test for completeness */
+ GPU_texture_bind_as_framebuffer(lamp->blurtex);
+
+ if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
+
+ GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
}
else {
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
@@ -1893,10 +1970,15 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
return lamp;
}
- if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) {
+ if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
+
+ if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
+ gpu_lamp_shadow_free(lamp);
+ return lamp;
+ }
}
GPU_framebuffer_restore();
@@ -1930,7 +2012,7 @@ void GPU_lamp_free(Object *ob)
BLI_freelinkN(&lamp->materials, nlink);
if (ma->gpumaterial.first)
- GPU_material_free(ma);
+ GPU_material_free(&ma->gpumaterial);
}
gpu_lamp_shadow_free(lamp);
@@ -1979,8 +2061,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsiz
/* opengl */
glDisable(GL_SCISSOR_TEST);
- GPU_framebuffer_texture_bind(lamp->fb, lamp->tex,
- GPU_texture_opengl_width(lamp->tex), GPU_texture_opengl_height(lamp->tex));
+ GPU_texture_bind_as_framebuffer(lamp->tex);
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));