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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c56
1 files changed, 43 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 75a9572f54f..41049e8430a 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -101,6 +101,7 @@ struct GPUMaterial {
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
int obcolloc, obautobumpscaleloc;
+ int cameratexcofacloc;
ListBase lamps;
};
@@ -228,6 +229,8 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
if (material->builtins & GPU_AUTO_BUMPSCALE)
material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
+ if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
+ material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
return 1;
}
@@ -277,7 +280,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
return true;
}
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
{
if (material->pass) {
LinkData *nlink;
@@ -337,6 +340,16 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
}
+ if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
+ if (camerafactors) {
+ GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)camerafactors);
+ }
+ else {
+ /* use default, no scaling no offset */
+ float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
+ GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)borders);
+ }
+ }
GPU_pass_update_uniforms(material->pass);
@@ -1755,10 +1768,10 @@ static void gpu_lamp_calc_winmat(GPULamp *lamp)
orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
else {
- angle= saacos(lamp->spotsi);
- temp= 0.5f*lamp->size*cosf(angle)/sinf(angle);
- pixsize= (lamp->d)/temp;
- wsize= pixsize*0.5f*lamp->size;
+ angle = saacos(lamp->spotsi);
+ temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
+ pixsize = lamp->d / temp;
+ wsize = pixsize * 0.5f * lamp->size;
perspective_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
}
@@ -2096,13 +2109,14 @@ int GPU_lamp_shadow_layer(GPULamp *lamp)
return -1;
}
-GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow)
+GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow, GPUNodeLink **energy)
{
GPUNodeLink *visifac;
*col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob);
+ *energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob);
visifac = lamp_get_visibility(mat, lamp, lv, dist);
- /* looks like it's not used? psy-fi */
+
shade_light_textures(mat, lamp, col);
if (GPU_lamp_has_shadow_buffer(lamp)) {
@@ -2208,30 +2222,46 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
glBindTexture(GL_TEXTURE_2D, lastbindcode);
}
break;
+
+ case GPU_NONE:
+ case GPU_FLOAT:
+ case GPU_VEC2:
+ case GPU_VEC3:
+ case GPU_VEC4:
+ case GPU_MAT3:
+ case GPU_MAT4:
+ case GPU_ATTRIB:
+ break;
}
}
else {
uniform->type = input->dynamictype;
BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
switch (input->type) {
- case 1:
+ case GPU_FLOAT:
uniform->datatype = GPU_DATA_1F;
break;
- case 2:
+ case GPU_VEC2:
uniform->datatype = GPU_DATA_2F;
break;
- case 3:
+ case GPU_VEC3:
uniform->datatype = GPU_DATA_3F;
break;
- case 4:
+ case GPU_VEC4:
uniform->datatype = GPU_DATA_4F;
break;
- case 9:
+ case GPU_MAT3:
uniform->datatype = GPU_DATA_9F;
break;
- case 16:
+ case GPU_MAT4:
uniform->datatype = GPU_DATA_16F;
break;
+
+ case GPU_NONE:
+ case GPU_TEX2D:
+ case GPU_SHADOW2D:
+ case GPU_ATTRIB:
+ break;
}
if (uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST)