diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 2944 |
1 files changed, 353 insertions, 2591 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 40ff9ca629b..7b3750c970b 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -45,16 +45,17 @@ #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" +#include "BLI_rand.h" #include "BKE_anim.h" #include "BKE_colorband.h" #include "BKE_colortools.h" #include "BKE_global.h" #include "BKE_image.h" +#include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_scene.h" -#include "BKE_group.h" #include "IMB_imbuf_types.h" @@ -63,6 +64,9 @@ #include "GPU_material.h" #include "GPU_shader.h" #include "GPU_texture.h" +#include "GPU_uniformbuffer.h" + +#include "DRW_engine.h" #include "gpu_codegen.h" @@ -72,32 +76,17 @@ /* Structs */ -typedef enum DynMatProperty { - DYN_LAMP_CO = 1, - DYN_LAMP_VEC = 2, - DYN_LAMP_IMAT = 4, - DYN_LAMP_PERSMAT = 8, -} DynMatProperty; - -static struct GPUWorld { - float mistenabled; - float mistype; - float miststart; - float mistdistance; - float mistintensity; - float mistcol[4]; - float horicol[3]; - float ambcol[4]; - float zencol[3]; -} GPUWorld; - struct GPUMaterial { - Scene *scene; + Scene *scene; /* DEPRECATED was only usefull for lamps */ Material *ma; /* material for mesh surface, worlds or something else. * some code generation is done differently depending on the use case */ - int type; + int type; /* DEPRECATED */ + GPUMaterialStatus status; + + const void *engine_type; /* attached engine type */ + int options; /* to identify shader variations (shadow, probe, world background...) */ /* for creating the material */ ListBase nodes; @@ -105,6 +94,7 @@ struct GPUMaterial { /* for binding the material */ GPUPass *pass; + ListBase inputs; /* GPUInput */ GPUVertexAttribs attribs; int builtins; int alpha, obcolalpha; @@ -124,284 +114,64 @@ struct GPUMaterial { int objectinfoloc; - ListBase lamps; - bool bound; - bool is_opensubdiv; -}; - -struct GPULamp { - Scene *scene; - Object *ob; - Object *par; - Lamp *la; - - int type, mode, lay, hide; - - float dynenergy, dyncol[3]; - float energy, col[3]; - - float co[3], vec[3]; - float dynco[3], dynvec[3]; - float obmat[4][4]; - float imat[4][4]; - float dynimat[4][4]; - float spotsi, spotbl, k; - float spotvec[2]; - float dyndist, dynatt1, dynatt2; - float dist, att1, att2; - float coeff_const, coeff_lin, coeff_quad; - float shadow_color[3]; - - float bias, d, clipend; - int size; - - int falloff_type; - struct CurveMapping *curfalloff; - - float winmat[4][4]; - float viewmat[4][4]; - float persmat[4][4]; - float dynpersmat[4][4]; - - GPUFrameBuffer *fb; - GPUFrameBuffer *blurfb; - GPUTexture *tex; - GPUTexture *depthtex; - GPUTexture *blurtex; - - ListBase materials; + /* XXX: Should be in Material. But it depends on the output node + * used and since the output selection is difference for GPUMaterial... + */ + int domain; + + /* Used by 2.8 pipeline */ + GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */ + + /* Eevee SSS */ + GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */ + GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */ + float *sss_radii; /* UBO containing SSS profile. */ + int sss_samples; + short int *sss_falloff; + float *sss_sharpness; + bool sss_dirty; }; -/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */ -static void texture_rgb_blend( - GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, - int blendtype, GPUNodeLink **in); +enum { + GPU_DOMAIN_SURFACE = (1 << 0), + GPU_DOMAIN_VOLUME = (1 << 1), + GPU_DOMAIN_SSS = (1 << 2) +}; /* Functions */ -static GPUMaterial *GPU_material_construct_begin(Material *ma) -{ - GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial"); - - material->ma = ma; - - return material; -} - -static void gpu_material_set_attrib_id(GPUMaterial *material) -{ - GPUVertexAttribs *attribs = &material->attribs; - GPUPass *pass = material->pass; - if (!pass) { - attribs->totlayer = 0; - return; - } - - GPUShader *shader = GPU_pass_shader(pass); - if (!shader) { - attribs->totlayer = 0; - return; - } - - /* convert from attribute number to the actual id assigned by opengl, - * in case the attrib does not get a valid index back, it was probably - * removed by the glsl compiler by dead code elimination */ - - int b = 0; - for (int a = 0; a < attribs->totlayer; a++) { - char name[32]; - BLI_snprintf(name, sizeof(name), "att%d", attribs->layer[a].attribid); - attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name); - - BLI_snprintf(name, sizeof(name), "att%d_info", attribs->layer[a].attribid); - attribs->layer[a].glinfoindoex = GPU_shader_get_uniform(shader, name); - - if (attribs->layer[a].glindex >= 0) { - attribs->layer[b] = attribs->layer[a]; - b++; - } - } - - attribs->totlayer = b; -} - -static int gpu_material_construct_end(GPUMaterial *material, const char *passname) -{ - if (material->outlink) { - GPUNodeLink *outlink = material->outlink; - material->pass = GPU_generate_pass(&material->nodes, outlink, - &material->attribs, &material->builtins, material->type, - passname, - material->is_opensubdiv, - GPU_material_use_new_shading_nodes(material)); - - if (!material->pass) - return 0; - - gpu_material_set_attrib_id(material); - - GPUShader *shader = GPU_pass_shader(material->pass); - - if (material->builtins & GPU_VIEW_MATRIX) - material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX)); - if (material->builtins & GPU_INVERSE_VIEW_MATRIX) - material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX)); - if (material->builtins & GPU_OBJECT_MATRIX) - material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX)); - if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) - material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX)); - if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) - material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX)); - if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) - material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX)); - if (material->builtins & GPU_OBCOLOR) - 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)); - if (material->builtins & GPU_PARTICLE_SCALAR_PROPS) - material->partscalarpropsloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_SCALAR_PROPS)); - if (material->builtins & GPU_PARTICLE_LOCATION) - material->partcoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_LOCATION)); - if (material->builtins & GPU_PARTICLE_VELOCITY) - material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY)); - if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) - material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY)); - if (material->builtins & GPU_OBJECT_INFO) - material->objectinfoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_INFO)); - return 1; - } - else { - GPU_pass_free_nodes(&material->nodes); - } - - return 0; -} - void GPU_material_free(ListBase *gpumaterial) { for (LinkData *link = gpumaterial->first; link; link = link->next) { GPUMaterial *material = link->data; - if (material->pass) - GPU_pass_free(material->pass); + /* Cancel / wait any pending lazy compilation. */ + DRW_deferred_shader_remove(material); - for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) { - GPULamp *lamp = nlink->data; + GPU_pass_free_nodes(&material->nodes); + GPU_inputs_free(&material->inputs); - if (material->ma) { - Material *ma = material->ma; + if (material->pass) + GPU_pass_release(material->pass); - LinkData *next = NULL; - for (LinkData *mlink = lamp->materials.first; mlink; mlink = next) { - next = mlink->next; - if (mlink->data == ma) - BLI_freelinkN(&lamp->materials, mlink); - } - } + if (material->ubo != NULL) { + GPU_uniformbuffer_free(material->ubo); } - BLI_freelistN(&material->lamps); - - MEM_freeN(material); - } - - BLI_freelistN(gpumaterial); -} - -bool GPU_lamp_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma) -{ - if (lamp->hide) - return false; - else if (srl && srl->light_override) - return BKE_group_object_exists(srl->light_override, lamp->ob); - else if (ma && ma->group) - return BKE_group_object_exists(ma->group, lamp->ob); - else - return true; -} - -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) { - GPUShader *shader = GPU_pass_shader(material->pass); - SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL; - - if (srl) - viewlay &= srl->lay; - - /* handle layer lamps */ - if (material->type == GPU_MATERIAL_TYPE_MESH) { - for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) { - GPULamp *lamp = nlink->data; - - if ((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) && - GPU_lamp_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) { - /* The lamp matrices are already updated if we're using shadow buffers */ - if (!GPU_lamp_has_shadow_buffer(lamp)) { - GPU_lamp_update_buffer_mats(lamp); - } - mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv); - } - } + if (material->sss_tex_profile != NULL) { + GPU_texture_free(material->sss_tex_profile); } - /* note material must be bound before setting uniforms */ - GPU_pass_bind(material->pass, time, mipmap); - - /* handle per material built-ins */ - if (material->builtins & GPU_VIEW_MATRIX) { - GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float *)viewmat); - } - if (material->builtins & GPU_INVERSE_VIEW_MATRIX) { - GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float *)viewinv); + if (material->sss_profile != NULL) { + GPU_uniformbuffer_free(material->sss_profile); } - 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); - material->bound = 1; + MEM_freeN(material); } + + BLI_freelistN(gpumaterial); } GPUBuiltin GPU_get_material_builtins(GPUMaterial *material) @@ -409,77 +179,6 @@ GPUBuiltin GPU_get_material_builtins(GPUMaterial *material) return material->builtins; } -void GPU_material_bind_uniforms( - GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4], - float autobumpscale, GPUParticleInfo *pi, float object_info[3]) -{ - if (material->pass) { - GPUShader *shader = GPU_pass_shader(material->pass); - float invmat[4][4], col[4]; - float localtoviewmat[4][4]; - float invlocaltoviewmat[4][4]; - - /* handle per object builtins */ - if (material->builtins & GPU_OBJECT_MATRIX) { - GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float *)obmat); - } - if (material->builtins & GPU_INVERSE_OBJECT_MATRIX) { - invert_m4_m4(invmat, obmat); - GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float *)invmat); - } - if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) { - if (viewmat) { - mul_m4_m4m4(localtoviewmat, viewmat, obmat); - GPU_shader_uniform_vector(shader, material->localtoviewmatloc, 16, 1, (float *)localtoviewmat); - } - } - if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) { - if (viewmat) { - mul_m4_m4m4(localtoviewmat, viewmat, obmat); - invert_m4_m4(invlocaltoviewmat, localtoviewmat); - GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float *)invlocaltoviewmat); - } - } - if (material->builtins & GPU_OBCOLOR) { - copy_v4_v4(col, obcol); - CLAMP(col[3], 0.0f, 1.0f); - GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col); - } - if (material->builtins & GPU_AUTO_BUMPSCALE) { - GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale); - } - if (material->builtins & GPU_PARTICLE_SCALAR_PROPS) { - GPU_shader_uniform_vector(shader, material->partscalarpropsloc, 4, 1, pi->scalprops); - } - if (material->builtins & GPU_PARTICLE_LOCATION) { - GPU_shader_uniform_vector(shader, material->partcoloc, 4, 1, pi->location); - } - if (material->builtins & GPU_PARTICLE_VELOCITY) { - GPU_shader_uniform_vector(shader, material->partvel, 3, 1, pi->velocity); - } - if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) { - GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity); - } - if (material->builtins & GPU_OBJECT_INFO) { - GPU_shader_uniform_vector(shader, material->objectinfoloc, 3, 1, object_info); - } - - } -} - -void GPU_material_unbind(GPUMaterial *material) -{ - if (material->pass) { - material->bound = 0; - GPU_pass_unbind(material->pass); - } -} - -bool GPU_material_bound(GPUMaterial *material) -{ - return material->bound; -} - Scene *GPU_material_scene(GPUMaterial *material) { return material->scene; @@ -490,1654 +189,450 @@ GPUMatType GPU_Material_get_type(GPUMaterial *material) return material->type; } - -void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs) +GPUPass *GPU_material_get_pass(GPUMaterial *material) { - *attribs = material->attribs; + return material->pass; } -void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link) +ListBase *GPU_material_get_inputs(GPUMaterial *material) { - if (!material->outlink) - material->outlink = link; + return &material->inputs; } -void GPU_material_enable_alpha(GPUMaterial *material) +GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material) { - material->alpha = 1; + return material->ubo; } -GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]) +/** + * Create dynamic UBO from parameters + * \param ListBase of BLI_genericNodeN(GPUInput) + */ +void GPU_material_create_uniform_buffer(GPUMaterial *material, ListBase *inputs) { - if (material->alpha || (material->obcolalpha && obcol[3] < 1.0f)) - return GPU_BLEND_ALPHA; - else - return GPU_BLEND_SOLID; + material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL); } -void gpu_material_add_node(GPUMaterial *material, GPUNode *node) +void GPU_material_uniform_buffer_tag_dirty(ListBase *gpumaterials) { - BLI_addtail(&material->nodes, node); + for (LinkData *link = gpumaterials->first; link; link = link->next) { + GPUMaterial *material = link->data; + if (material->ubo != NULL) { + GPU_uniformbuffer_tag_dirty(material->ubo); + } + if (material->sss_profile != NULL) { + material->sss_dirty = true; + } + } } -/* Code generation */ - -bool GPU_material_do_color_management(GPUMaterial *mat) -{ - if (!BKE_scene_check_color_management_enabled(mat->scene)) - return false; - - return true; -} +/* Eevee Subsurface scattering. */ +/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */ -bool GPU_material_use_new_shading_nodes(GPUMaterial *mat) -{ - return BKE_scene_use_new_shading_nodes(mat->scene); -} +#define SSS_SAMPLES 65 +#define SSS_EXPONENT 2.0f /* Importance sampling exponent */ -bool GPU_material_use_world_space_shading(GPUMaterial *mat) -{ - return BKE_scene_use_world_space_shading(mat->scene); -} +typedef struct GPUSssKernelData { + float kernel[SSS_SAMPLES][4]; + float param[3], max_radius; + int samples; +} GPUSssKernelData; -static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist) +static void sss_calculate_offsets(GPUSssKernelData *kd, int count, float exponent) { - GPUNodeLink *visifac; - - /* from get_lamp_visibility */ - if (lamp->type == LA_SUN || lamp->type == LA_HEMI) { - mat->dynproperty |= DYN_LAMP_VEC; - GPU_link(mat, "lamp_visibility_sun_hemi", - GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac); - return visifac; - } - else { - mat->dynproperty |= DYN_LAMP_CO; - GPU_link(mat, "lamp_visibility_other", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac); - - if (lamp->type == LA_AREA) - return visifac; - - switch (lamp->falloff_type) { - case LA_FALLOFF_CONSTANT: - break; - case LA_FALLOFF_INVLINEAR: - GPU_link(mat, "lamp_falloff_invlinear", - GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac); - break; - case LA_FALLOFF_INVSQUARE: - GPU_link(mat, "lamp_falloff_invsquare", - GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, &visifac); - break; - case LA_FALLOFF_SLIDERS: - GPU_link(mat, "lamp_falloff_sliders", - GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), - GPU_dynamic_uniform(&lamp->att1, GPU_DYNAMIC_LAMP_ATT1, lamp->ob), - GPU_dynamic_uniform(&lamp->att2, GPU_DYNAMIC_LAMP_ATT2, lamp->ob), *dist, &visifac); - break; - case LA_FALLOFF_INVCOEFFICIENTS: - GPU_link(mat, "lamp_falloff_invcoefficients", - GPU_dynamic_uniform(&lamp->coeff_const, GPU_DYNAMIC_LAMP_COEFFCONST, lamp->ob), - GPU_dynamic_uniform(&lamp->coeff_lin, GPU_DYNAMIC_LAMP_COEFFLIN, lamp->ob), - GPU_dynamic_uniform(&lamp->coeff_quad, GPU_DYNAMIC_LAMP_COEFFQUAD, lamp->ob), *dist, &visifac); - break; - case LA_FALLOFF_CURVE: - { - float *array; - int size; - - curvemapping_initialize(lamp->curfalloff); - curvemapping_table_RGBA(lamp->curfalloff, &array, &size); - GPU_link(mat, "lamp_falloff_curve", - GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), - GPU_texture(size, array), *dist, &visifac); - - break; - } - } - - if (lamp->mode & LA_SPHERE) - GPU_link(mat, "lamp_visibility_sphere", - GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), - *dist, visifac, &visifac); - - if (lamp->type == LA_SPOT) { - GPUNodeLink *inpr; - - if (lamp->mode & LA_SQUARE) { - mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT; - GPU_link(mat, "lamp_visibility_spot_square", - GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), - GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob), - GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr); - } - else { - mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_IMAT; - GPU_link(mat, "lamp_visibility_spot_circle", - GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), - GPU_dynamic_uniform((float *)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob), - GPU_dynamic_uniform((float *)lamp->spotvec, GPU_DYNAMIC_LAMP_SPOTSCALE, lamp->ob), *lv, &inpr); - } - - GPU_link(mat, "lamp_visibility_spot", - GPU_dynamic_uniform(&lamp->spotsi, GPU_DYNAMIC_LAMP_SPOTSIZE, lamp->ob), - GPU_dynamic_uniform(&lamp->spotbl, GPU_DYNAMIC_LAMP_SPOTBLEND, lamp->ob), - inpr, visifac, &visifac); - } - - GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac); - - return visifac; + float step = 2.0f / (float)(count - 1); + for (int i = 0; i < count; i++) { + float o = ((float)i) * step - 1.0f; + float sign = (o < 0.0f) ? -1.0f : 1.0f; + float ofs = sign * fabsf(powf(o, exponent)); + kd->kernel[i][3] = ofs; } } -#if 0 -static void area_lamp_vectors(LampRen *lar) +#define GAUSS_TRUNCATE 12.46f +static float gaussian_profile(float r, float radius) { - float xsize = 0.5f * lar->area_size, ysize = 0.5f * lar->area_sizey; - - /* make it smaller, so area light can be multisampled */ - float multifac = 1.0f / sqrtf((float)lar->ray_totsamp); - xsize *= multifac; - ysize *= multifac; - - /* corner vectors */ - lar->area[0][0] = lar->co[0] - xsize * lar->mat[0][0] - ysize * lar->mat[1][0]; - lar->area[0][1] = lar->co[1] - xsize * lar->mat[0][1] - ysize * lar->mat[1][1]; - lar->area[0][2] = lar->co[2] - xsize * lar->mat[0][2] - ysize * lar->mat[1][2]; - - /* corner vectors */ - lar->area[1][0] = lar->co[0] - xsize * lar->mat[0][0] + ysize * lar->mat[1][0]; - lar->area[1][1] = lar->co[1] - xsize * lar->mat[0][1] + ysize * lar->mat[1][1]; - lar->area[1][2] = lar->co[2] - xsize * lar->mat[0][2] + ysize * lar->mat[1][2]; - - /* corner vectors */ - lar->area[2][0] = lar->co[0] + xsize * lar->mat[0][0] + ysize * lar->mat[1][0]; - lar->area[2][1] = lar->co[1] + xsize * lar->mat[0][1] + ysize * lar->mat[1][1]; - lar->area[2][2] = lar->co[2] + xsize * lar->mat[0][2] + ysize * lar->mat[1][2]; - - /* corner vectors */ - lar->area[3][0] = lar->co[0] + xsize * lar->mat[0][0] - ysize * lar->mat[1][0]; - lar->area[3][1] = lar->co[1] + xsize * lar->mat[0][1] - ysize * lar->mat[1][1]; - lar->area[3][2] = lar->co[2] + xsize * lar->mat[0][2] - ysize * lar->mat[1][2]; - /* only for correction button size, matrix size works on energy */ - lar->areasize = lar->dist * lar->dist / (4.0f * xsize * ysize); -} -#endif - -static void ramp_blend( - GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type, - GPUNodeLink **r_col) -{ - static const char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub", - "mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light", - "mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat", - "mix_val", "mix_color", "mix_soft", "mix_linear"}; + const float v = radius * radius * (0.25f * 0.25f); + const float Rm = sqrtf(v * GAUSS_TRUNCATE); - GPU_link(mat, names[type], fac, col1, col2, r_col); + if (r >= Rm) { + return 0.0f; + } + return expf(-r * r / (2.0f * v)) / (2.0f * M_PI * v); } -static void BKE_colorband_eval_blend( - GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type, - GPUNodeLink *incol, GPUNodeLink **r_col) +#define BURLEY_TRUNCATE 16.0f +#define BURLEY_TRUNCATE_CDF 0.9963790093708328f // cdf(BURLEY_TRUNCATE) +static float burley_profile(float r, float d) { - GPUNodeLink *tmp, *alpha, *col; - float *array; - int size; - - /* do colorband */ - BKE_colorband_evaluate_table_rgba(coba, &array, &size); - GPU_link(mat, "valtorgb", fac, GPU_texture(size, array), &col, &tmp); - - /* use alpha in fac */ - GPU_link(mat, "mtex_alpha_from_col", col, &alpha); - GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac); - - /* blending method */ - ramp_blend(mat, fac, incol, col, type, r_col); + float exp_r_3_d = expf(-r / (3.0f * d)); + float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d; + return (exp_r_d + exp_r_3_d) / (4.0f * d); } -static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff) +static float cubic_profile(float r, float radius, float sharpness) { - Material *ma = shi->mat; - GPUMaterial *mat = shi->gpumat; - - if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) { - if (ma->ramp_col) { - if (ma->rampin_col == MA_RAMP_IN_RESULT) { - GPUNodeLink *fac; - GPU_link(mat, "ramp_rgbtobw", *diff, &fac); + float Rm = radius * (1.0f + sharpness); - /* colorband + blend */ - BKE_colorband_eval_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, *diff, diff); - } - } + if (r >= Rm) { + return 0.0f; } -} - -static void add_to_diffuse( - GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb, - GPUNodeLink **r_diff) -{ - GPUNodeLink *fac, *tmp, *addcol; + /* custom variation with extra sharpness, to match the previous code */ + const float y = 1.0f / (1.0f + sharpness); + float Rmy, ry, ryinv; - if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && - ma->ramp_col && (ma->mode & MA_RAMP_COL)) - { - /* MA_RAMP_IN_RESULT is exceptional */ - if (ma->rampin_col == MA_RAMP_IN_RESULT) { - addcol = shi->rgb; - } - else { - /* input */ - switch (ma->rampin_col) { - case MA_RAMP_IN_ENERGY: - GPU_link(mat, "ramp_rgbtobw", rgb, &fac); - break; - case MA_RAMP_IN_SHADER: - fac = is; - break; - case MA_RAMP_IN_NOR: - GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac); - break; - default: - GPU_link(mat, "set_value_zero", &fac); - break; - } + Rmy = powf(Rm, y); + ry = powf(r, y); + ryinv = (r > 0.0f) ? powf(r, y - 1.0f) : 0.0f; - /* colorband + blend */ - BKE_colorband_eval_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, shi->rgb, &addcol); - } - } - else - addcol = shi->rgb; + const float Rmy5 = (Rmy * Rmy) * (Rmy * Rmy) * Rmy; + const float f = Rmy - ry; + const float num = f * (f * f) * (y * ryinv); - /* output to */ - GPU_link(mat, "shade_madd", *r_diff, rgb, addcol, r_diff); + return (10.0f * num) / (Rmy5 * M_PI); } -static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec) +static float eval_profile(float r, short falloff_type, float sharpness, float param) { - Material *ma = shi->mat; - GPUMaterial *mat = shi->gpumat; + r = fabsf(r); - if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && - ma->ramp_spec && ma->rampin_spec == MA_RAMP_IN_RESULT) + if (falloff_type == SHD_SUBSURFACE_BURLEY || + falloff_type == SHD_SUBSURFACE_RANDOM_WALK) { - GPUNodeLink *fac; - GPU_link(mat, "ramp_rgbtobw", *spec, &fac); - - /* colorband + blend */ - BKE_colorband_eval_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec); + return burley_profile(r, param) / BURLEY_TRUNCATE_CDF; } -} - -static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t, GPUNodeLink **spec) -{ - Material *ma = shi->mat; - GPUMaterial *mat = shi->gpumat; - GPUNodeLink *fac, *tmp; - - *spec = shi->specrgb; - - /* MA_RAMP_IN_RESULT is exception */ - if (ma->ramp_spec && (ma->rampin_spec != MA_RAMP_IN_RESULT)) { - - /* input */ - switch (ma->rampin_spec) { - case MA_RAMP_IN_ENERGY: - fac = t; - break; - case MA_RAMP_IN_SHADER: - fac = is; - break; - case MA_RAMP_IN_NOR: - GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac); - break; - default: - GPU_link(mat, "set_value_zero", &fac); - break; - } - - /* colorband + blend */ - BKE_colorband_eval_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec); + else if (falloff_type == SHD_SUBSURFACE_CUBIC) { + return cubic_profile(r, param, sharpness); + } + else { + return gaussian_profile(r, param); } } -static void add_user_list(ListBase *list, void *data) -{ - LinkData *link = MEM_callocN(sizeof(LinkData), "GPULinkData"); - link->data = data; - BLI_addtail(list, link); -} - -static void shade_light_textures(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **rgb) +/* Resolution for each sample of the precomputed kernel profile */ +#define INTEGRAL_RESOLUTION 32 +static float eval_integral(float x0, float x1, short falloff_type, float sharpness, float param) { - for (int i = 0; i < MAX_MTEX; ++i) { - MTex *mtex = lamp->la->mtex[i]; - - if (mtex && mtex->tex && (mtex->tex->type & TEX_IMAGE) && mtex->tex->ima) { - mat->dynproperty |= DYN_LAMP_PERSMAT; + const float range = x1 - x0; + const float step = range / INTEGRAL_RESOLUTION; + float integral = 0.0f; - float one = 1.0f; - GPUNodeLink *tex_rgb; - - GPU_link(mat, "shade_light_texture", - GPU_builtin(GPU_VIEW_POSITION), - GPU_image(mtex->tex->ima, &mtex->tex->iuser, false), - GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - &tex_rgb); - texture_rgb_blend(mat, tex_rgb, *rgb, GPU_uniform(&one), GPU_uniform(&mtex->colfac), mtex->blendtype, rgb); - } + for (int i = 0; i < INTEGRAL_RESOLUTION; ++i) { + float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION; + float y = eval_profile(x, falloff_type, sharpness, param); + integral += y * step; } + + return integral; } +#undef INTEGRAL_RESOLUTION -static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp) +static void compute_sss_kernel( + GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type, float sharpness) { - Material *ma = shi->mat; - GPUMaterial *mat = shi->gpumat; - GPUNodeLink *lv, *dist, *is, *inp, *i; - GPUNodeLink *outcol, *specfac, *t, *shadfac = NULL, *lcol; - float one = 1.0f; - - if ((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW)) - return; + float rad[3]; + /* Minimum radius */ + rad[0] = MAX2(radii[0], 1e-15f); + rad[1] = MAX2(radii[1], 1e-15f); + rad[2] = MAX2(radii[2], 1e-15f); - GPUNodeLink *vn = shi->vn; - GPUNodeLink *view = shi->view; + /* Christensen-Burley fitting */ + float l[3], d[3]; - GPUNodeLink *visifac = lamp_get_visibility(mat, lamp, &lv, &dist); - -#if 0 - if (ma->mode & MA_TANGENT_V) - GPU_link(mat, "shade_tangent_v", lv, GPU_attribute(CD_TANGENT, ""), &vn); -#endif - - GPU_link(mat, "shade_inp", vn, lv, &inp); + if (falloff_type == SHD_SUBSURFACE_BURLEY || + falloff_type == SHD_SUBSURFACE_RANDOM_WALK) + { + mul_v3_v3fl(l, rad, 0.25f * M_1_PI); + const float A = 1.0f; + const float s = 1.9f - A + 3.5f * (A - 0.8f) * (A - 0.8f); + /* XXX 0.6f Out of nowhere to match cycles! Empirical! Can be tweak better. */ + mul_v3_v3fl(d, l, 0.6f / s); + mul_v3_v3fl(rad, d, BURLEY_TRUNCATE); + kd->max_radius = MAX3(rad[0], rad[1], rad[2]); - if (lamp->mode & LA_NO_DIFF) { - GPU_link(mat, "shade_is_no_diffuse", &is); + copy_v3_v3(kd->param, d); } - else if (lamp->type == LA_HEMI) { - GPU_link(mat, "shade_is_hemi", inp, &is); + else if (falloff_type == SHD_SUBSURFACE_CUBIC) { + copy_v3_v3(kd->param, rad); + mul_v3_fl(rad, 1.0f + sharpness); + kd->max_radius = MAX3(rad[0], rad[1], rad[2]); } else { - if (lamp->type == LA_AREA) { - float area[4][4] = {{0.0f}}, areasize = 0.0f; - - mat->dynproperty |= DYN_LAMP_VEC | DYN_LAMP_CO; - GPU_link(mat, "shade_inp_area", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), - GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), vn, - GPU_uniform((float *)area), - GPU_uniform(&areasize), - GPU_uniform(&lamp->k), &inp); - } + kd->max_radius = MAX3(rad[0], rad[1], rad[2]); - is = inp; /* Lambert */ - - if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) { - if (ma->diff_shader == MA_DIFF_ORENNAYAR) - GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, - GPU_uniform(&ma->roughness), &is); - else if (ma->diff_shader == MA_DIFF_TOON) - GPU_link(mat, "shade_diffuse_toon", vn, lv, view, - GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is); - else if (ma->diff_shader == MA_DIFF_MINNAERT) - GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view, - GPU_uniform(&ma->darkness), &is); - else if (ma->diff_shader == MA_DIFF_FRESNEL) - GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view, - GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is); - } + copy_v3_v3(kd->param, rad); } - if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) - if (ma->shade_flag & MA_CUBIC) - GPU_link(mat, "shade_cubic", is, &is); - - i = is; - GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i); - - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &lcol); - shade_light_textures(mat, lamp, &lcol); - GPU_link(mat, "shade_mul_value_v3", - GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), lcol, &lcol); + /* Compute samples locations on the 1d kernel [-1..1] */ + sss_calculate_offsets(kd, sample_ct, SSS_EXPONENT); -#if 0 - if (ma->mode & MA_TANGENT_VN) - GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn); -#endif - - /* this replaces if (i > 0.0) conditional until that is supported */ - /* done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); */ - - if ((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) { - if (!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) { - mat->dynproperty |= DYN_LAMP_PERSMAT; + /* Weights sum for normalization */ + float sum[3] = {0.0f, 0.0f, 0.0f}; - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { - GPU_link(mat, "test_shadowbuf_vsm", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), - GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), inp, &shadfac); - } - else { - GPU_link(mat, "test_shadowbuf", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), - GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - GPU_uniform(&lamp->bias), inp, &shadfac); - } + /* Compute integral of each sample footprint */ + for (int i = 0; i < sample_ct; i++) { + float x0, x1; - if (lamp->mode & LA_ONLYSHADOW) { - GPUNodeLink *shadrgb; - GPU_link(mat, "shade_only_shadow", i, shadfac, - GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), - GPU_uniform(lamp->shadow_color), &shadrgb); - - if (!(lamp->mode & LA_NO_DIFF)) { - GPU_link(mat, "shade_only_shadow_diffuse", shadrgb, shi->rgb, - shr->diff, &shr->diff); - } - - if (!(lamp->mode & LA_NO_SPEC)) { - GPU_link(mat, "shade_only_shadow_specular", shadrgb, shi->specrgb, - shr->spec, &shr->spec); - } - - add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, shi->gpumat->ma); - return; - } + if (i == 0) { + x0 = kd->kernel[0][3] - fabsf(kd->kernel[0][3] - kd->kernel[1][3]) / 2.0f; } - } - else if ((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) { - add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, shi->gpumat->ma); - return; - } - else - GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac); - - if (GPU_link_changed(shi->refl) || ma->ref != 0.0f) { - if (!(lamp->mode & LA_NO_DIFF)) { - GPUNodeLink *rgb; - GPU_link(mat, "shade_mul_value", i, lcol, &rgb); - GPU_link(mat, "mtex_value_invert", shadfac, &shadfac); - GPU_link(mat, "mix_mult", shadfac, rgb, GPU_uniform(lamp->shadow_color), &rgb); - GPU_link(mat, "mtex_value_invert", shadfac, &shadfac); - add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff); + else { + x0 = (kd->kernel[i - 1][3] + kd->kernel[i][3]) / 2.0f; } - } - if (mat->scene->gm.flag & GAME_GLSL_NO_SHADERS) { - /* pass */ - } - else if (!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) && - (GPU_link_changed(shi->spec) || ma->spec != 0.0f)) - { - if (lamp->type == LA_HEMI) { - GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t); - GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol); - GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); + if (i == sample_ct - 1) { + x1 = kd->kernel[sample_ct - 1][3] + fabsf(kd->kernel[sample_ct - 2][3] - kd->kernel[sample_ct - 1][3]) / 2.0f; } else { - if (ma->spec_shader == MA_SPEC_PHONG) { - GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac); - } - else if (ma->spec_shader == MA_SPEC_COOKTORR) { - GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac); - } - else if (ma->spec_shader == MA_SPEC_BLINN) { - GPU_link(mat, "shade_blinn_spec", vn, lv, view, - GPU_uniform(&ma->refrac), shi->har, &specfac); - } - else if (ma->spec_shader == MA_SPEC_WARDISO) { - GPU_link(mat, "shade_wardiso_spec", vn, lv, view, - GPU_uniform(&ma->rms), &specfac); - } - else { - GPU_link(mat, "shade_toon_spec", vn, lv, view, - GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac); - } - - if (lamp->type == LA_AREA) - GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac); - - GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t); - - if (ma->mode & MA_RAMP_SPEC) { - GPUNodeLink *spec; - do_specular_ramp(shi, specfac, t, &spec); - GPU_link(mat, "shade_add_spec", t, lcol, spec, &outcol); - GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); - } - else { - GPU_link(mat, "shade_add_spec", t, lcol, shi->specrgb, &outcol); - GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); - } + x1 = (kd->kernel[i][3] + kd->kernel[i + 1][3]) / 2.0f; } - } - add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, shi->gpumat->ma); -} - -static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) -{ - Base *base; - Scene *sce_iter; + x0 *= kd->max_radius; + x1 *= kd->max_radius; - for (SETLOOPER(shi->gpumat->scene, sce_iter, base)) { - Object *ob = base->object; + kd->kernel[i][0] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[0]); + kd->kernel[i][1] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[1]); + kd->kernel[i][2] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[2]); - if (ob->type == OB_LAMP) { - GPULamp *lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL); - if (lamp) - shade_one_light(shi, shr, lamp); - } - - if (ob->transflag & OB_DUPLI) { - ListBase *lb = object_duplilist(G.main->eval_ctx, shi->gpumat->scene, ob); - - for (DupliObject *dob = lb->first; dob; dob = dob->next) { - Object *ob_iter = dob->ob; - - if (ob_iter->type == OB_LAMP) { - float omat[4][4]; - copy_m4_m4(omat, ob_iter->obmat); - copy_m4_m4(ob_iter->obmat, dob->mat); - - GPULamp *lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob); - if (lamp) - shade_one_light(shi, shr, lamp); + sum[0] += kd->kernel[i][0]; + sum[1] += kd->kernel[i][1]; + sum[2] += kd->kernel[i][2]; + } - copy_m4_m4(ob_iter->obmat, omat); - } + for (int i = 0; i < 3; ++i) { + if (sum[i] > 0.0f) { + /* Normalize */ + for (int j = 0; j < sample_ct; j++) { + kd->kernel[j][i] /= sum[i]; } - - free_object_duplilist(lb); + } + else { + /* Avoid 0 kernel sum. */ + kd->kernel[sample_ct / 2][i] = 1.0f; } } - /* prevent only shadow lamps from producing negative colors.*/ - GPU_link(shi->gpumat, "shade_clamp_positive", shr->spec, &shr->spec); - GPU_link(shi->gpumat, "shade_clamp_positive", shr->diff, &shr->diff); -} - -static void texture_rgb_blend( - GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, - int blendtype, GPUNodeLink **in) -{ - switch (blendtype) { - case MTEX_BLEND: - GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in); - break; - case MTEX_MUL: - GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in); - break; - case MTEX_SCREEN: - GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in); - break; - case MTEX_OVERLAY: - GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in); - break; - case MTEX_SUB: - GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in); - break; - case MTEX_ADD: - GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in); - break; - case MTEX_DIV: - GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in); - break; - case MTEX_DIFF: - GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in); - break; - case MTEX_DARK: - GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in); - break; - case MTEX_LIGHT: - GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in); - break; - case MTEX_BLEND_HUE: - GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in); - break; - case MTEX_BLEND_SAT: - GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in); - break; - case MTEX_BLEND_VAL: - GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in); - break; - case MTEX_BLEND_COLOR: - GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in); - break; - case MTEX_SOFT_LIGHT: - GPU_link(mat, "mtex_rgb_soft", out, tex, fact, facg, in); - break; - case MTEX_LIN_LIGHT: - GPU_link(mat, "mtex_rgb_linear", out, tex, fact, facg, in); - break; - default: - GPU_link(mat, "set_rgb_zero", &in); - break; + /* Put center sample at the start of the array (to sample first) */ + float tmpv[4]; + copy_v4_v4(tmpv, kd->kernel[sample_ct / 2]); + for (int i = sample_ct / 2; i > 0; i--) { + copy_v4_v4(kd->kernel[i], kd->kernel[i - 1]); } -} + copy_v4_v4(kd->kernel[0], tmpv); -static void texture_value_blend( - GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, - int blendtype, GPUNodeLink **in) -{ - switch (blendtype) { - case MTEX_BLEND: - GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in); - break; - case MTEX_MUL: - GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, in); - break; - case MTEX_SCREEN: - GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, in); - break; - case MTEX_SUB: - GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, in); - break; - case MTEX_ADD: - GPU_link(mat, "mtex_value_add", out, tex, fact, facg, in); - break; - case MTEX_DIV: - GPU_link(mat, "mtex_value_div", out, tex, fact, facg, in); - break; - case MTEX_DIFF: - GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, in); - break; - case MTEX_DARK: - GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, in); - break; - case MTEX_LIGHT: - GPU_link(mat, "mtex_value_light", out, tex, fact, facg, in); - break; - default: - GPU_link(mat, "set_value_zero", &in); - break; - } + kd->samples = sample_ct; } -static void do_material_tex(GPUShadeInput *shi) +#define INTEGRAL_RESOLUTION 512 +static void compute_sss_translucence_kernel( + const GPUSssKernelData *kd, int resolution, short falloff_type, float sharpness, float **output) { - Material *ma = shi->mat; - GPUMaterial *mat = shi->gpumat; - MTex *mtex; - Tex *tex; - GPUNodeLink *texco, *tin, *trgb, *tnor, *tcol, *stencil, *tnorfac; - GPUNodeLink *texco_norm, *texco_orco, *texco_object; - GPUNodeLink *texco_global, *texco_uv = NULL; - GPUNodeLink *newnor, *orn; - float one = 1.0f; - int rgbnor, talpha; - bool init_done = false; - int iBumpSpacePrev = 0; /* Not necessary, quieting gcc warning. */ - GPUNodeLink *vNorg, *vNacc, *fPrevMagnitude; - int iFirstTimeNMap = 1; - bool found_deriv_map = false; - - GPU_link(mat, "set_value", GPU_uniform(&one), &stencil); - - GPU_link(mat, "texco_norm", GPU_builtin(GPU_VIEW_NORMAL), &texco_norm); - GPU_link(mat, "texco_orco", GPU_attribute(CD_ORCO, ""), &texco_orco); - GPU_link(mat, "texco_object", GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), - GPU_builtin(GPU_VIEW_POSITION), &texco_object); -#if 0 - GPU_link(mat, "texco_tangent", GPU_attribute(CD_TANGENT, ""), &texco_tangent); -#endif - GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - GPU_builtin(GPU_VIEW_POSITION), &texco_global); - - orn = texco_norm; - - /* go over texture slots */ - for (int tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) { - /* separate tex switching */ - if (ma->septex & (1 << tex_nr)) continue; - - if (ma->mtex[tex_nr]) { - mtex = ma->mtex[tex_nr]; - - tex = mtex->tex; - if (tex == NULL) continue; - - /* which coords */ - if (mtex->texco == TEXCO_ORCO) - texco = texco_orco; - else if (mtex->texco == TEXCO_OBJECT) - texco = texco_object; - else if (mtex->texco == TEXCO_NORM) - texco = orn; - else if (mtex->texco == TEXCO_TANGENT) - texco = texco_object; - else if (mtex->texco == TEXCO_GLOB) - texco = texco_global; - else if (mtex->texco == TEXCO_REFL) { - GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); - texco = shi->ref; - } - else if (mtex->texco == TEXCO_UV) { - if (1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) { - GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv); - /*lastuvname = mtex->uvname;*/ /*UNUSED*/ - } - texco = texco_uv; - } - else - continue; - - /* in case of uv, this would just undo a multiplication in texco_uv */ - if (mtex->texco != TEXCO_UV) - GPU_link(mat, "mtex_2d_mapping", texco, &texco); - - if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) - GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco); - - float ofs[3] = { - mtex->ofs[0] + 0.5f - 0.5f * mtex->size[0], - mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1], - 0.0f - }; - - if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f) - GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco); - - talpha = 0; - - if (tex && tex->ima && - ((tex->type == TEX_IMAGE) || - ((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL)))) - { - if (tex->type == TEX_IMAGE) { - GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb); - } - else { - GPU_link(mat, "mtex_cube_map_refl", - GPU_cube_map(tex->ima, &tex->iuser, false), shi->view, shi->vn, - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - GPU_builtin(GPU_VIEW_MATRIX), &tin, &trgb); - } - rgbnor = TEX_RGB; - - talpha = ((tex->imaflag & TEX_USEALPHA) && tex->ima && (tex->ima->flag & IMA_IGNORE_ALPHA) == 0); - } - else { - continue; - } + float (*texels)[4]; + texels = MEM_callocN(sizeof(float) * 4 * resolution, "compute_sss_translucence_kernel"); + *output = (float *)texels; - /* texture output */ - if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) { - GPU_link(mat, "mtex_rgbtoint", trgb, &tin); - rgbnor -= TEX_RGB; - } + /* Last texel should be black, hence the - 1. */ + for (int i = 0; i < resolution - 1; ++i) { + /* Distance from surface. */ + float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution); - if (mtex->texflag & MTEX_NEGATIVE) { - if (rgbnor & TEX_RGB) - GPU_link(mat, "mtex_rgb_invert", trgb, &trgb); - else - GPU_link(mat, "mtex_value_invert", tin, &tin); - } + /* For each distance d we compute the radiance incomming from an hypothetic parallel plane. */ + /* Compute radius of the footprint on the hypothetic plane */ + float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d); + float r_step = r_fp / INTEGRAL_RESOLUTION; + float area_accum = 0.0f; + for (float r = 0.0f; r < r_fp; r += r_step) { + /* Compute distance to the "shading" point through the medium. */ + /* r_step * 0.5f to put sample between the area borders */ + float dist = hypotf(r + r_step * 0.5f, d); - if (mtex->texflag & MTEX_STENCIL) { - if (rgbnor & TEX_RGB) - GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb); - else - GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin); - } + float profile[3]; + profile[0] = eval_profile(dist, falloff_type, sharpness, kd->param[0]); + profile[1] = eval_profile(dist, falloff_type, sharpness, kd->param[1]); + profile[2] = eval_profile(dist, falloff_type, sharpness, kd->param[2]); - /* mapping */ - if (mtex->mapto & (MAP_COL | MAP_COLSPEC | MAP_COLMIR)) { - /* stencil maps on the texture control slider, not texture intensity value */ - if ((rgbnor & TEX_RGB) == 0) { - GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol); - } - else { - GPU_link(mat, "set_rgba", trgb, &tcol); - - if (mtex->mapto & MAP_ALPHA) - GPU_link(mat, "set_value", stencil, &tin); - else if (talpha) - GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); - else - GPU_link(mat, "set_value_one", &tin); - } - - if ((tex->type == TEX_IMAGE) || - ((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL))) - { - if (GPU_material_do_color_management(mat)) { - GPU_link(mat, "srgb_to_linearrgb", tcol, &tcol); - } - } - - if (mtex->mapto & MAP_COL) { - GPUNodeLink *colfac; - - if (mtex->colfac == 1.0f) colfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac); - - texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb); - } - - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) { - GPUNodeLink *colspecfac; - - if (mtex->colspecfac == 1.0f) colspecfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colspecfac), stencil, &colspecfac); - - texture_rgb_blend(mat, tcol, shi->specrgb, tin, colspecfac, mtex->blendtype, &shi->specrgb); - } - - if (mtex->mapto & MAP_COLMIR) { - GPUNodeLink *colmirfac; - - if (mtex->mirrfac == 1.0f) colmirfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->mirrfac), stencil, &colmirfac); - - /* exception for envmap only */ - if (tex->type == TEX_ENVMAP && mtex->blendtype == MTEX_BLEND) { - GPU_link(mat, "mtex_mirror", tcol, shi->refcol, tin, colmirfac, &shi->refcol); - } - else - texture_rgb_blend(mat, tcol, shi->mir, tin, colmirfac, mtex->blendtype, &shi->mir); - } - } - - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { - if (tex->type == TEX_IMAGE) { - found_deriv_map = tex->imaflag & TEX_DERIVATIVEMAP; - - if (tex->imaflag & TEX_NORMALMAP) { - /* normalmap image */ - GPU_link(mat, "mtex_normal", texco, GPU_image(tex->ima, &tex->iuser, true), &tnor); - - if (mtex->norfac < 0.0f) - GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor); - - if (mtex->normapspace == MTEX_NSPACE_TANGENT) { - if (iFirstTimeNMap != 0) { - // use unnormalized normal (this is how we bake it - closer to gamedev) - GPUNodeLink *vNegNorm; - GPU_link(mat, "vec_math_negate", - GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm); - GPU_link(mat, "mtex_nspace_tangent", - GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor); - iFirstTimeNMap = 0; - } - else { /* otherwise use accumulated perturbations */ - GPU_link(mat, "mtex_nspace_tangent", - GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor); - } - } - else if (mtex->normapspace == MTEX_NSPACE_OBJECT) { - /* transform normal by object then view matrix */ - GPU_link(mat, "mtex_nspace_object", tnor, &newnor); - } - else if (mtex->normapspace == MTEX_NSPACE_WORLD) { - /* transform normal by view matrix */ - GPU_link(mat, "mtex_nspace_world", GPU_builtin(GPU_VIEW_MATRIX), tnor, &newnor); - } - else { - /* no transform, normal in camera space */ - newnor = tnor; - } - - float norfac = min_ff(fabsf(mtex->norfac), 1.0f); - - if (norfac == 1.0f && !GPU_link_changed(stencil)) { - shi->vn = newnor; - } - else { - tnorfac = GPU_uniform(&norfac); - - if (GPU_link_changed(stencil)) - GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac); - - GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn); - } - - } - else if (found_deriv_map || - (mtex->texflag & (MTEX_3TAP_BUMP | MTEX_5TAP_BUMP | MTEX_BICUBIC_BUMP))) - { - /* ntap bumpmap image */ - int iBumpSpace; - float ima_x, ima_y; - - float imag_tspace_dimension_x = 1024.0f; /* only used for texture space variant */ - float aspect = 1.0f; - - GPUNodeLink *vR1, *vR2; - GPUNodeLink *dBs, *dBt, *fDet; - - float hScale = 0.1f; /* compatibility adjustment factor for all bumpspace types */ - if (mtex->texflag & MTEX_BUMP_TEXTURESPACE) - hScale = 13.0f; /* factor for scaling texspace bumps */ - else if (found_deriv_map) - hScale = 1.0f; - - /* resolve texture resolution */ - if ((mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map) { - ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL); - ima_x = 512.0f; ima_y = 512.0f; /* prevent calling textureSize, glsl 1.3 only */ - if (ibuf) { - ima_x = ibuf->x; - ima_y = ibuf->y; - aspect = (float)ima_y / ima_x; - } - BKE_image_release_ibuf(tex->ima, ibuf, NULL); - } - - /* The negate on norfac is done because the - * normal in the renderer points inward which corresponds - * to inverting the bump map. Should this ever change - * this negate must be removed. */ - float norfac = -hScale * mtex->norfac; - if (found_deriv_map) { - float fVirtDim = sqrtf(fabsf(ima_x * mtex->size[0] * ima_y * mtex->size[1])); - norfac /= MAX2(fVirtDim, FLT_EPSILON); - } - - tnorfac = GPU_uniform(&norfac); - - if (found_deriv_map) - GPU_link(mat, "math_multiply", tnorfac, GPU_builtin(GPU_AUTO_BUMPSCALE), &tnorfac); - - if (GPU_link_changed(stencil)) - GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac); - - if (!init_done) { - /* copy shi->vn to vNorg and vNacc, set magnitude to 1 */ - GPU_link(mat, "mtex_bump_normals_init", shi->vn, &vNorg, &vNacc, &fPrevMagnitude); - iBumpSpacePrev = 0; - init_done = true; - } - - // find current bump space - if (mtex->texflag & MTEX_BUMP_OBJECTSPACE) - iBumpSpace = 1; - else if (mtex->texflag & MTEX_BUMP_TEXTURESPACE) - iBumpSpace = 2; - else - iBumpSpace = 4; /* ViewSpace */ - - /* re-initialize if bump space changed */ - if (iBumpSpacePrev != iBumpSpace) { - GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION); - - if (mtex->texflag & MTEX_BUMP_OBJECTSPACE) - GPU_link(mat, "mtex_bump_init_objspace", - surf_pos, vNorg, - GPU_builtin(GPU_VIEW_MATRIX), - GPU_builtin(GPU_INVERSE_VIEW_MATRIX), - GPU_builtin(GPU_OBJECT_MATRIX), - GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), - fPrevMagnitude, vNacc, - &fPrevMagnitude, &vNacc, - &vR1, &vR2, &fDet); - - else if (mtex->texflag & MTEX_BUMP_TEXTURESPACE) - GPU_link(mat, "mtex_bump_init_texturespace", - surf_pos, vNorg, - fPrevMagnitude, vNacc, - &fPrevMagnitude, &vNacc, - &vR1, &vR2, &fDet); - - else - GPU_link(mat, "mtex_bump_init_viewspace", - surf_pos, vNorg, - fPrevMagnitude, vNacc, - &fPrevMagnitude, &vNacc, - &vR1, &vR2, &fDet); - - iBumpSpacePrev = iBumpSpace; - } - - - if (found_deriv_map) { - GPU_link(mat, "mtex_bump_deriv", - texco, GPU_image(tex->ima, &tex->iuser, true), - GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac, - &dBs, &dBt); - } - else if (mtex->texflag & MTEX_3TAP_BUMP) - GPU_link(mat, "mtex_bump_tap3", - texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac, - &dBs, &dBt); - else if (mtex->texflag & MTEX_5TAP_BUMP) - GPU_link(mat, "mtex_bump_tap5", - texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac, - &dBs, &dBt); - else if (mtex->texflag & MTEX_BICUBIC_BUMP) { - if (GPU_bicubic_bump_support()) { - GPU_link(mat, "mtex_bump_bicubic", - texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac, - &dBs, &dBt); - } - else { - GPU_link(mat, "mtex_bump_tap5", - texco, GPU_image(tex->ima, &tex->iuser, true), tnorfac, - &dBs, &dBt); - } - } - - - if (mtex->texflag & MTEX_BUMP_TEXTURESPACE) { - float imag_tspace_dimension_y = aspect * imag_tspace_dimension_x; - GPU_link(mat, "mtex_bump_apply_texspace", - fDet, dBs, dBt, vR1, vR2, - GPU_image(tex->ima, &tex->iuser, true), texco, - GPU_uniform(&imag_tspace_dimension_x), - GPU_uniform(&imag_tspace_dimension_y), vNacc, - &vNacc, &shi->vn); - } - else - GPU_link(mat, "mtex_bump_apply", - fDet, dBs, dBt, vR1, vR2, vNacc, - &vNacc, &shi->vn); - - } - } - - GPU_link(mat, "vec_math_negate", shi->vn, &orn); - } + /* Since the profile and configuration are radially symetrical we + * can just evaluate it once and weight it accordingly */ + float r_next = r + r_step; + float disk_area = (M_PI * r_next * r_next) - (M_PI * r * r); - if ((mtex->mapto & MAP_VARS)) { - if (rgbnor & TEX_RGB) { - if (talpha) - GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); - else - GPU_link(mat, "mtex_rgbtoint", trgb, &tin); - } - - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) { - GPUNodeLink *difffac; - - if (mtex->difffac == 1.0f) difffac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->difffac), stencil, &difffac); - - texture_value_blend( - mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac, - mtex->blendtype, &shi->refl); - GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl); - } - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) { - GPUNodeLink *specfac; - - if (mtex->specfac == 1.0f) specfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->specfac), stencil, &specfac); - - texture_value_blend( - mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac, - mtex->blendtype, &shi->spec); - GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec); - } - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) { - GPUNodeLink *emitfac; - - if (mtex->emitfac == 1.0f) emitfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->emitfac), stencil, &emitfac); - - texture_value_blend( - mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac, - mtex->blendtype, &shi->emit); - GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit); - } - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) { - GPUNodeLink *hardfac; - - if (mtex->hardfac == 1.0f) hardfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->hardfac), stencil, &hardfac); - - GPU_link(mat, "mtex_har_divide", shi->har, &shi->har); - texture_value_blend( - mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac, - mtex->blendtype, &shi->har); - GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har); - } - if (mtex->mapto & MAP_ALPHA) { - GPUNodeLink *alphafac; - - if (mtex->alphafac == 1.0f) alphafac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->alphafac), stencil, &alphafac); - - texture_value_blend( - mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac, - mtex->blendtype, &shi->alpha); - GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha); - } - if (!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) { - GPUNodeLink *ambfac; - - if (mtex->ambfac == 1.0f) ambfac = stencil; - else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->ambfac), stencil, &ambfac); - - texture_value_blend( - mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac, - mtex->blendtype, &shi->amb); - GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb); - } - } + mul_v3_fl(profile, disk_area); + add_v3_v3(texels[i], profile); + area_accum += disk_area; } + /* Normalize over the disk. */ + mul_v3_fl(texels[i], 1.0f / (area_accum)); } -} -void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi) -{ - float one = 1.0f; - - memset(shi, 0, sizeof(*shi)); - - shi->gpumat = mat; - shi->mat = ma; - - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, ma), &shi->rgb); - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, ma), &shi->specrgb); - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->mirr, GPU_DYNAMIC_MAT_MIR, ma), &shi->mir); - GPU_link(mat, "set_rgba_zero", &shi->refcol); - GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn); - - if (mat->alpha) - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, ma), &shi->alpha); - else - GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha); - - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, ma), &shi->refl); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, ma), &shi->spec); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, ma), &shi->emit); - GPU_link(mat, "set_value", GPU_dynamic_uniform((float *)&ma->har, GPU_DYNAMIC_MAT_HARD, ma), &shi->har); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, ma), &shi->amb); - GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra); - GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view); - GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol); - if (GPU_material_do_color_management(mat)) - GPU_link(mat, "srgb_to_linearrgb", shi->vcol, &shi->vcol); - GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); -} + /* Normalize */ + for (int j = resolution - 2; j > 0; j--) { + texels[j][0] /= (texels[0][0] > 0.0f) ? texels[0][0] : 1.0f; + texels[j][1] /= (texels[0][1] > 0.0f) ? texels[0][1] : 1.0f; + texels[j][2] /= (texels[0][2] > 0.0f) ? texels[0][2] : 1.0f; + } -void GPU_mist_update_enable(short enable) -{ - GPUWorld.mistenabled = (float)enable; -} + /* First texel should be white */ + texels[0][0] = (texels[0][0] > 0.0f) ? 1.0f : 0.0f; + texels[0][1] = (texels[0][1] > 0.0f) ? 1.0f : 0.0f; + texels[0][2] = (texels[0][2] > 0.0f) ? 1.0f : 0.0f; -void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]) -{ - GPUWorld.mistype = (float)type; - GPUWorld.miststart = start; - GPUWorld.mistdistance = dist; - GPUWorld.mistintensity = inten; - copy_v3_v3(GPUWorld.mistcol, color); - GPUWorld.mistcol[3] = 1.0f; + /* dim the last few texels for smoother transition */ + mul_v3_fl(texels[resolution - 2], 0.25f); + mul_v3_fl(texels[resolution - 3], 0.5f); + mul_v3_fl(texels[resolution - 4], 0.75f); } +#undef INTEGRAL_RESOLUTION -void GPU_horizon_update_color(float color[3]) +void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short *falloff_type, float *sharpness) { - copy_v3_v3(GPUWorld.horicol, color); -} + material->sss_radii = radii; + material->sss_falloff = falloff_type; + material->sss_sharpness = sharpness; + material->sss_dirty = true; -void GPU_ambient_update_color(float color[3]) -{ - copy_v3_v3(GPUWorld.ambcol, color); - GPUWorld.ambcol[3] = 1.0f; -} - -void GPU_zenith_update_color(float color[3]) -{ - copy_v3_v3(GPUWorld.zencol, color); + /* Update / Create UBO */ + if (material->sss_profile == NULL) { + material->sss_profile = GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL); + } } -void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) +struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int sample_ct, GPUTexture **tex_profile) { - GPUMaterial *mat = shi->gpumat; - GPUNodeLink *emit, *ulinfac, *ulogfac, *mistfac; - Material *ma = shi->mat; - World *world = mat->scene->world; - float linfac, logfac; - - memset(shr, 0, sizeof(*shr)); - - if (ma->mode & MA_VERTEXCOLP) - shi->rgb = shi->vcol; - - do_material_tex(shi); - - if ((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) { - GPU_link(mat, "set_rgb", shi->rgb, &shr->diff); - GPU_link(mat, "set_rgb_zero", &shr->spec); - GPU_link(mat, "set_value", shi->alpha, &shr->alpha); - shr->combined = shr->diff; - } - else { - if (GPU_link_changed(shi->emit) || ma->emit != 0.0f) { - if ((ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == MA_VERTEXCOL) { - GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit); - GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff); - } - else - GPU_link(mat, "shade_mul_value", shi->emit, shi->rgb, &shr->diff); - } - else - GPU_link(mat, "set_rgb_zero", &shr->diff); - - GPU_link(mat, "set_rgb_zero", &shr->spec); + if (material->sss_radii == NULL) + return NULL; - material_lights(shi, shr); + if (material->sss_dirty || (material->sss_samples != sample_ct)) { + GPUSssKernelData kd; - shr->combined = shr->diff; + float sharpness = (material->sss_sharpness != NULL) ? *material->sss_sharpness : 0.0f; - GPU_link(mat, "set_value", shi->alpha, &shr->alpha); + /* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */ + sharpness *= 0.5f; - if (world) { - /* exposure correction */ - if (world->exp != 0.0f || world->range != 1.0f) { - linfac = 1.0f + powf((2.0f * world->exp + 0.5f), -10); - logfac = logf((linfac - 1.0f) / linfac) / world->range; + compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff, sharpness); - GPU_link(mat, "set_value", GPU_uniform(&linfac), &ulinfac); - GPU_link(mat, "set_value", GPU_uniform(&logfac), &ulogfac); - - GPU_link(mat, "shade_exposure_correct", shr->combined, - ulinfac, ulogfac, &shr->combined); - GPU_link(mat, "shade_exposure_correct", shr->spec, - ulinfac, ulogfac, &shr->spec); - } - - /* environment lighting */ - if (!(mat->scene->gm.flag & GAME_GLSL_NO_ENV_LIGHTING) && - (world->mode & WO_ENV_LIGHT) && - (mat->scene->r.mode & R_SHADOW) && - !BKE_scene_use_new_shading_nodes(mat->scene)) - { - if ((world->ao_env_energy != 0.0f) && (GPU_link_changed(shi->amb) || ma->amb != 0.0f) && - (GPU_link_changed(shi->refl) || ma->ref != 0.0f)) - { - if (world->aocolor != WO_AOPLAIN) { - if (!(is_zero_v3(&world->horr) & is_zero_v3(&world->zenr))) { - GPUNodeLink *fcol, *f; - GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f); - GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f); - GPU_link(mat, "shade_mul_value", f, shi->rgb, &fcol); - GPU_link(mat, "env_apply", shr->combined, - GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL), - GPU_dynamic_uniform(GPUWorld.zencol, GPU_DYNAMIC_ZENITH_COLOR, NULL), fcol, - GPU_builtin(GPU_VIEW_MATRIX), shi->vn, &shr->combined); - } - } - else { - GPUNodeLink *f; - GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f); - GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f); - GPU_link(mat, "shade_maddf", shr->combined, f, shi->rgb, &shr->combined); - } - } - } + /* Update / Create UBO */ + GPU_uniformbuffer_update(material->sss_profile, &kd); - /* ambient color */ - if (GPU_link_changed(shi->amb) || ma->amb != 0.0f) { - GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb), - GPU_dynamic_uniform(GPUWorld.ambcol, GPU_DYNAMIC_AMBIENT_COLOR, NULL), - &shr->combined); - } - } + /* Update / Create Tex */ + float *translucence_profile; + compute_sss_translucence_kernel(&kd, 64, *material->sss_falloff, sharpness, &translucence_profile); - if (ma->mode & MA_TRANSP && (ma->mode & (MA_ZTRANSP | MA_RAYTRANSP))) { - if (GPU_link_changed(shi->spectra) || ma->spectra != 0.0f) { - GPU_link(mat, "alpha_spec_correction", shr->spec, shi->spectra, - shi->alpha, &shr->alpha); - } + if (material->sss_tex_profile != NULL) { + GPU_texture_free(material->sss_tex_profile); } - if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined); - if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec); + material->sss_tex_profile = GPU_texture_create_1D(64, GPU_RGBA16F, translucence_profile, NULL); - if (GPU_link_changed(shi->refcol)) - GPU_link(mat, "shade_add_mirror", shi->mir, shi->refcol, shr->combined, &shr->combined); + MEM_freeN(translucence_profile); - if (GPU_link_changed(shi->spec) || ma->spec != 0.0f) - GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined); + material->sss_samples = sample_ct; + material->sss_dirty = false; } - GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined); - - if (ma->shade_flag & MA_OBCOLOR) - GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); - - if (!(ma->mode & MA_NOMIST)) { - GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_uniform(&GPUWorld.mistenabled, GPU_DYNAMIC_MIST_ENABLE, NULL), - GPU_dynamic_uniform(&GPUWorld.miststart, GPU_DYNAMIC_MIST_START, NULL), - GPU_dynamic_uniform(&GPUWorld.mistdistance, GPU_DYNAMIC_MIST_DISTANCE, NULL), - GPU_dynamic_uniform(&GPUWorld.mistype, GPU_DYNAMIC_MIST_TYPE, NULL), - GPU_dynamic_uniform(&GPUWorld.mistintensity, GPU_DYNAMIC_MIST_INTENSITY, NULL), &mistfac); - - GPU_link(mat, "mix_blend", mistfac, shr->combined, - GPU_dynamic_uniform(GPUWorld.mistcol, GPU_DYNAMIC_MIST_COLOR, NULL), &shr->combined); - } - - if (!mat->alpha) { - if (world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f)) - GPU_link(mat, "shade_world_mix", GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL), - shr->combined, &shr->combined); - - GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined); - } - - if (ma->shade_flag & MA_OBCOLOR) { - mat->obcolalpha = 1; - GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); + if (tex_profile != NULL) { + *tex_profile = material->sss_tex_profile; } + return material->sss_profile; } -static GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma) -{ - GPUShadeInput shi; - GPUShadeResult shr; +#undef SSS_EXPONENT +#undef SSS_SAMPLES - GPU_shadeinput_set(mat, ma, &shi); - GPU_shaderesult_set(&shi, &shr); - - return shr.combined; +void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs) +{ + *attribs = material->attribs; } -static GPUNodeLink *gpu_material_diffuse_bsdf(GPUMaterial *mat, Material *ma) +void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link) { - static float roughness = 0.0f; - GPUNodeLink *outlink; - - GPU_link(mat, "node_bsdf_diffuse", - GPU_uniform(&ma->r), GPU_uniform(&roughness), GPU_builtin(GPU_VIEW_NORMAL), &outlink); - - return outlink; + if (!material->outlink) + material->outlink = link; } -static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma) +void gpu_material_add_node(GPUMaterial *material, GPUNode *node) { - GPUNodeLink *outlink; - - /* some explanations here: - * matcap normal holds the normal remapped to the 0.0 - 1.0 range. To take advantage of flat shading, we abuse - * the built in secondary color of opengl. Color is just the regular color, which should include mask value too. - * This also needs flat shading so we use the primary opengl color built-in */ - GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview), - GPU_opengl_builtin(GPU_MATCAP_NORMAL), GPU_opengl_builtin(GPU_COLOR), &outlink); - - return outlink; + BLI_addtail(&material->nodes, node); } -/* new solid draw mode with glsl matcaps */ -GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv) +/* Return true if the material compilation has not yet begin or begin. */ +GPUMaterialStatus GPU_material_status(GPUMaterial *mat) { - GPUMaterial *mat; - GPUNodeLink *outlink; - LinkData *link; - - for (link = ma->gpumaterial.first; link; link = link->next) { - GPUMaterial *current_material = (GPUMaterial *)link->data; - if (current_material->scene == scene && - current_material->is_opensubdiv == use_opensubdiv) - { - return current_material; - } - } - - /* allocate material */ - mat = GPU_material_construct_begin(ma); - mat->scene = scene; - mat->type = GPU_MATERIAL_TYPE_MESH; - mat->is_opensubdiv = use_opensubdiv; - - if (ma->preview && ma->preview->rect[0]) { - outlink = gpu_material_preview_matcap(mat, ma); - } - else { - outlink = gpu_material_diffuse_bsdf(mat, ma); - } - - GPU_material_output_link(mat, outlink); - - gpu_material_construct_end(mat, "matcap_pass"); + return mat->status; +} - /* 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 */ +/* Code generation */ - link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); - link->data = mat; - BLI_addtail(&ma->gpumaterial, link); +bool GPU_material_do_color_management(GPUMaterial *mat) +{ + if (!BKE_scene_check_color_management_enabled(mat->scene)) + return false; - return mat; + return true; } -static void do_world_tex(GPUShadeInput *shi, struct World *wo, GPUNodeLink **hor, GPUNodeLink **zen, GPUNodeLink **blend) +bool GPU_material_use_domain_surface(GPUMaterial *mat) { - GPUMaterial *mat = shi->gpumat; - GPUNodeLink *texco, *tin, *trgb, *stencil, *tcol, *zenfac; - MTex *mtex; - Tex *tex; - float ofs[3], zero = 0.0f; - int tex_nr, rgbnor; - - GPU_link(mat, "set_value_one", &stencil); - /* go over texture slots */ - for (tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) { - if (wo->mtex[tex_nr]) { - mtex = wo->mtex[tex_nr]; - tex = mtex->tex; - if (tex == NULL || !tex->ima || (tex->type != TEX_IMAGE && tex->type != TEX_ENVMAP)) - continue; - /* which coords */ - if (mtex->texco == TEXCO_VIEW || mtex->texco == TEXCO_GLOB) { - if (tex->type == TEX_IMAGE) - texco = GPU_builtin(GPU_VIEW_POSITION); - else if (tex->type == TEX_ENVMAP) - GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &texco); - } - else if (mtex->texco == TEXCO_EQUIRECTMAP || mtex->texco == TEXCO_ANGMAP) { - if ((tex->type == TEX_IMAGE && wo->skytype & WO_SKYREAL) || tex->type == TEX_ENVMAP) - GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &texco); - else - texco = GPU_builtin(GPU_VIEW_POSITION); - } - else - continue; - GPU_link(mat, "texco_norm", texco, &texco); - if (tex->type == TEX_IMAGE && !(wo->skytype & WO_SKYREAL)) { - GPU_link(mat, "mtex_2d_mapping", texco, &texco); - } - if (mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) { - float size[3] = { mtex->size[0], mtex->size[1], mtex->size[2] }; - if (tex->type == TEX_ENVMAP) { - size[1] = mtex->size[2]; - size[2] = mtex->size[1]; - } - GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(size), &texco); - } - ofs[0] = mtex->ofs[0] + 0.5f - 0.5f * mtex->size[0]; - if (tex->type == TEX_ENVMAP) { - ofs[1] = -mtex->ofs[2] + 0.5f - 0.5f * mtex->size[2]; - ofs[2] = mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1]; - } - else { - ofs[1] = mtex->ofs[1] + 0.5f - 0.5f * mtex->size[1]; - ofs[2] = 0.0; - } - if (ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f) - GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco); - if (mtex->texco == TEXCO_EQUIRECTMAP) { - GPU_link(mat, "node_tex_environment_equirectangular", texco, GPU_image(tex->ima, &tex->iuser, false), &trgb); - } - else if (mtex->texco == TEXCO_ANGMAP) { - GPU_link(mat, "node_tex_environment_mirror_ball", texco, GPU_image(tex->ima, &tex->iuser, false), &trgb); - } - else { - if (tex->type == TEX_ENVMAP) - GPU_link(mat, "mtex_cube_map", texco, GPU_cube_map(tex->ima, &tex->iuser, false), &tin, &trgb); - else if (tex->type == TEX_IMAGE) - GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb); - } - rgbnor = TEX_RGB; - if (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP) - if (GPU_material_do_color_management(mat)) - GPU_link(mat, "srgb_to_linearrgb", trgb, &trgb); - /* texture output */ - if ((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) { - GPU_link(mat, "mtex_rgbtoint", trgb, &tin); - rgbnor -= TEX_RGB; - } - if (mtex->texflag & MTEX_NEGATIVE) { - if (rgbnor & TEX_RGB) - GPU_link(mat, "mtex_rgb_invert", trgb, &trgb); - else - GPU_link(mat, "mtex_value_invert", tin, &tin); - } - if (mtex->texflag & MTEX_STENCIL) { - if (rgbnor & TEX_RGB) - GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb); - else - GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin); - } - else { - if (rgbnor & TEX_RGB) - GPU_link(mat, "mtex_alpha_multiply_value", trgb, stencil, &trgb); - else - GPU_link(mat, "math_multiply", stencil, tin, &tin); - } - /* color mapping */ - if (mtex->mapto & (WOMAP_HORIZ + WOMAP_ZENUP + WOMAP_ZENDOWN)) { - if ((rgbnor & TEX_RGB) == 0) - GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &trgb); - else - GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); - GPU_link(mat, "set_rgb", trgb, &tcol); - if (mtex->mapto & WOMAP_HORIZ) { - texture_rgb_blend(mat, tcol, *hor, tin, GPU_uniform(&mtex->colfac), mtex->blendtype, hor); - } - if (mtex->mapto & (WOMAP_ZENUP + WOMAP_ZENDOWN)) { - GPU_link(mat, "set_value_zero", &zenfac); - if (wo->skytype & WO_SKYREAL) { - if (mtex->mapto & WOMAP_ZENUP) { - if (mtex->mapto & WOMAP_ZENDOWN) { - GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&mtex->zenupfac), - GPU_uniform(&mtex->zendownfac), &zenfac); - } - else { - GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&mtex->zenupfac), - GPU_uniform(&zero), &zenfac); - } - } - else if (mtex->mapto & WOMAP_ZENDOWN) { - GPU_link(mat, "world_zen_mapping", shi->view, GPU_uniform(&zero), - GPU_uniform(&mtex->zendownfac), &zenfac); - } - } - else { - if (mtex->mapto & WOMAP_ZENUP) - GPU_link(mat, "set_value", GPU_uniform(&mtex->zenupfac), &zenfac); - else if (mtex->mapto & WOMAP_ZENDOWN) - GPU_link(mat, "set_value", GPU_uniform(&mtex->zendownfac), &zenfac); - } - texture_rgb_blend(mat, tcol, *zen, tin, zenfac, mtex->blendtype, zen); - } - } - if (mtex->mapto & WOMAP_BLEND && wo->skytype & WO_SKYBLEND) { - if (rgbnor & TEX_RGB) - GPU_link(mat, "mtex_rgbtoint", trgb, &tin); - texture_value_blend(mat, GPU_uniform(&mtex->def_var), *blend, tin, GPU_uniform(&mtex->blendfac), mtex->blendtype, blend); - } - } - } + return (mat->domain & GPU_DOMAIN_SURFACE); } -static void gpu_material_old_world(struct GPUMaterial *mat, struct World *wo) +bool GPU_material_use_domain_volume(GPUMaterial *mat) { - GPUShadeInput shi; - GPUShadeResult shr; - GPUNodeLink *hor, *zen, *ray, *blend; - - shi.gpumat = mat; + return (mat->domain & GPU_DOMAIN_VOLUME); +} - for (int i = 0; i < MAX_MTEX; i++) { - if (wo->mtex[i] && wo->mtex[i]->tex) { - wo->skytype |= WO_SKYTEX; - break; - } - } - if ((wo->skytype & (WO_SKYBLEND + WO_SKYTEX)) == 0) { - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->horr, GPU_DYNAMIC_HORIZON_COLOR, NULL), &shr.combined); - } - else { - GPU_link(mat, "set_rgb_zero", &shi.rgb); - GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &ray); - if (wo->skytype & WO_SKYPAPER) - GPU_link(mat, "world_paper_view", GPU_builtin(GPU_VIEW_POSITION), &shi.view); - else - GPU_link(mat, "shade_view", ray, &shi.view); - if (wo->skytype & WO_SKYBLEND) { - if (wo->skytype & WO_SKYPAPER) { - if (wo->skytype & WO_SKYREAL) - GPU_link(mat, "world_blend_paper_real", GPU_builtin(GPU_VIEW_POSITION), &blend); - else - GPU_link(mat, "world_blend_paper", GPU_builtin(GPU_VIEW_POSITION), &blend); - } - else { - if (wo->skytype & WO_SKYREAL) - GPU_link(mat, "world_blend_real", ray, &blend); - else - GPU_link(mat, "world_blend", ray, &blend); - } - } - else { - GPU_link(mat, "set_value_zero", &blend); +GPUMaterial *GPU_material_from_nodetree_find( + ListBase *gpumaterials, const void *engine_type, int options) +{ + for (LinkData *link = gpumaterials->first; link; link = link->next) { + GPUMaterial *current_material = (GPUMaterial *)link->data; + if (current_material->engine_type == engine_type && + current_material->options == options) + { + return current_material; } - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->horr, GPU_DYNAMIC_HORIZON_COLOR, NULL), &hor); - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&wo->zenr, GPU_DYNAMIC_ZENITH_COLOR, NULL), &zen); - do_world_tex(&shi, wo, &hor, &zen, &blend); - if (wo->skytype & WO_SKYBLEND) - GPU_link(mat, "node_mix_shader", blend, hor, zen, &shi.rgb); - else - GPU_link(mat, "set_rgb", hor, &shi.rgb); - GPU_link(mat, "set_rgb", shi.rgb, &shr.combined); } - GPU_material_output_link(mat, shr.combined); + + return NULL; } -GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo) +/** + * \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials, + * This is enforced since constructing other arguments to this function may be expensive + * so only do this when they are needed. + */ +GPUMaterial *GPU_material_from_nodetree( + Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options) { LinkData *link; - GPUMaterial *mat; + bool has_volume_output, has_surface_output; - for (link = wo->gpumaterial.first; link; link = link->next) - if (((GPUMaterial *)link->data)->scene == scene) - return link->data; + /* Caller must re-use materials. */ + BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL); /* allocate material */ - mat = GPU_material_construct_begin(NULL); + GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");; mat->scene = scene; - mat->type = GPU_MATERIAL_TYPE_WORLD; + mat->engine_type = engine_type; + mat->options = options; - /* create nodes */ - if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes) { - ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING); + ntreeGPUMaterialNodes(ntree, mat, NODE_NEW_SHADING | NODE_NEWER_SHADING); + ntreeGPUMaterialDomain(ntree, &has_surface_output, &has_volume_output); + + if (has_surface_output) { + mat->domain |= GPU_DOMAIN_SURFACE; } - else { - gpu_material_old_world(mat, wo); + if (has_volume_output) { + mat->domain |= GPU_DOMAIN_VOLUME; } - 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); + if (mat->outlink) { + /* Prune the unused nodes and extract attribs before compiling so the + * generated VBOs are ready to accept the future shader. */ + GPU_nodes_prune(&mat->nodes, mat->outlink); + GPU_nodes_get_vertex_attributes(&mat->nodes, &mat->attribs); + mat->status = GPU_MAT_QUEUED; + } /* 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 @@ -2145,80 +640,27 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo) link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); link->data = mat; - BLI_addtail(&wo->gpumaterial, link); + BLI_addtail(gpumaterials, link); return mat; } - -GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv) +void GPU_material_generate_pass( + GPUMaterial *mat, const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines) { - GPUMaterial *mat; - GPUNodeLink *outlink; - LinkData *link; - - for (link = ma->gpumaterial.first; link; link = link->next) { - GPUMaterial *current_material = (GPUMaterial *)link->data; - if (current_material->scene == scene && - current_material->is_opensubdiv == use_opensubdiv) - { - return current_material; - } - } - - /* allocate material */ - mat = GPU_material_construct_begin(ma); - mat->scene = scene; - mat->type = GPU_MATERIAL_TYPE_MESH; - mat->is_opensubdiv = use_opensubdiv; - - /* render pipeline option */ - bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); - if (!new_shading_nodes && (ma->mode & MA_TRANSP)) - GPU_material_enable_alpha(mat); - else if (new_shading_nodes && ma->alpha < 1.0f) - GPU_material_enable_alpha(mat); - - if (!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { - /* create nodes */ - if (new_shading_nodes) - ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_NEW_SHADING); - else - ntreeGPUMaterialNodes(ma->nodetree, mat, NODE_OLD_SHADING); + BLI_assert(mat->pass == NULL); /* Only run once! */ + if (mat->outlink) { + mat->pass = GPU_generate_pass_new( + mat, mat->outlink, &mat->attribs, &mat->nodes, &mat->inputs, vert_code, geom_code, frag_lib, defines); + mat->status = (mat->pass) ? GPU_MAT_SUCCESS : GPU_MAT_FAILED; } else { - if (new_shading_nodes) { - /* create simple diffuse material instead of nodes */ - outlink = gpu_material_diffuse_bsdf(mat, ma); - } - else { - /* create blender material */ - outlink = GPU_blender_material(mat, ma); - } - - GPU_material_output_link(mat, outlink); + mat->status = GPU_MAT_FAILED; } - - 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, 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 - * the actual shader on drawing */ - - link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); - link->data = mat; - BLI_addtail(&ma->gpumaterial, link); - - return mat; } void GPU_materials_free(void) { - Object *ob; Material *ma; World *wo; extern Material defmaterial; @@ -2230,684 +672,4 @@ void GPU_materials_free(void) 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); -} - -/* Lamps and shadow buffers */ - -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; - } -} - -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))) - { - /* opengl */ - lamp->fb = GPU_framebuffer_create(); - if (!lamp->fb) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { - /* Shadow depth map */ - lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); - if (!lamp->depthtex) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - /* Shadow color map */ - lamp->tex = GPU_texture_create_vsm_shadow_map(lamp->size, NULL); - if (!lamp->tex) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - 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) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - lamp->blurtex = GPU_texture_create_vsm_shadow_map(lamp->size * 0.5, NULL); - if (!lamp->blurtex) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - 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); - if (!lamp->tex) { - gpu_lamp_shadow_free(lamp); - return lamp; - } - - 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(); - - 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_free(Object *ob) -{ - GPULamp *lamp; - LinkData *link; - LinkData *nlink; - Material *ma; - - for (link = ob->gpulamp.first; link; link = link->next) { - lamp = link->data; - - while (lamp->materials.first) { - nlink = lamp->materials.first; - ma = nlink->data; - BLI_freelinkN(&lamp->materials, nlink); - - if (ma->gpumaterial.first) - GPU_material_free(&ma->gpumaterial); - } - - gpu_lamp_shadow_free(lamp); - - MEM_freeN(lamp); - } - - BLI_freelistN(&ob->gpulamp); -} - -bool GPU_lamp_has_shadow_buffer(GPULamp *lamp) -{ - return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && - !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) && - lamp->tex && lamp->fb); -} - -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_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)); - - /* set matrices */ - copy_m4_m4(viewmat, lamp->viewmat); - copy_m4_m4(winmat, lamp->winmat); - *winsize = lamp->size; -} - -void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp) -{ - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { - GPU_shader_unbind(); - GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex); - } - - GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex); - 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; -} - -GPUNodeLink *GPU_lamp_get_data( - GPUMaterial *mat, GPULamp *lamp, - GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy) -{ - GPUNodeLink *visifac; - - *r_col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob); - *r_energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob); - visifac = lamp_get_visibility(mat, lamp, r_lv, r_dist); - - shade_light_textures(mat, lamp, r_col); - - if (GPU_lamp_has_shadow_buffer(lamp)) { - GPUNodeLink *vn, *inp; - - GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &vn); - GPU_link(mat, "shade_inp", vn, *r_lv, &inp); - mat->dynproperty |= DYN_LAMP_PERSMAT; - - if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) { - GPU_link(mat, "shadows_only_vsm", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), - GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias), - GPU_uniform(lamp->shadow_color), inp, r_shadow); - } - else { - GPU_link(mat, "shadows_only", - GPU_builtin(GPU_VIEW_POSITION), - GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob), - GPU_dynamic_uniform((float *)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), - GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, r_shadow); - } - } - else { - GPU_link(mat, "set_rgb_one", r_shadow); - } - - /* ensure shadow buffer and lamp textures will be updated */ - add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, mat->ma); - - return visifac; -} - -/* export the GLSL shader */ - -GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) -{ - static struct { - GPUBuiltin gputype; - GPUDynamicType dynamictype; - GPUDataType datatype; - } builtins[] = { - { GPU_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWMAT, GPU_DATA_16F }, - { GPU_INVERSE_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DATA_16F }, - { GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F }, - { GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F }, - { GPU_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT, GPU_DATA_16F }, - { GPU_INVERSE_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT, GPU_DATA_16F }, - { GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F }, - { GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F }, - { 0 } - }; - - GPUShaderExport *shader = NULL; - GPUInput *input; - int liblen, fraglen; - - /* TODO(sergey): How to determine whether we need OSD or not here? */ - GPUMaterial *mat = GPU_material_from_blender(scene, ma, false); - GPUPass *pass = (mat) ? mat->pass : NULL; - - if (pass && pass->fragmentcode && pass->vertexcode) { - shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport"); - - for (input = pass->inputs.first; input; input = input->next) { - GPUInputUniform *uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform"); - - if (input->ima) { - /* image sampler uniform */ - uniform->type = GPU_DYNAMIC_SAMPLER_2DIMAGE; - uniform->datatype = GPU_DATA_1I; - uniform->image = input->ima; - uniform->texnumber = input->texid; - BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); - } - else if (input->tex) { - /* generated buffer */ - uniform->texnumber = input->texid; - uniform->datatype = GPU_DATA_1I; - BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); - - switch (input->textype) { - case GPU_SHADOW2D: - uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW; - uniform->lamp = input->dynamicdata; - break; - case GPU_TEX2D: - if (GPU_texture_opengl_bindcode(input->tex)) { - uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER; - glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex)); - uniform->texsize = GPU_texture_width(input->tex) * GPU_texture_height(input->tex); - uniform->texpixels = MEM_mallocN(uniform->texsize * 4, "RGBApixels"); - glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels); - glBindTexture(GL_TEXTURE_2D, 0); - } - break; - - case GPU_NONE: - case GPU_TEXCUBE: - 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 GPU_FLOAT: - uniform->datatype = GPU_DATA_1F; - break; - case GPU_VEC2: - uniform->datatype = GPU_DATA_2F; - break; - case GPU_VEC3: - uniform->datatype = GPU_DATA_3F; - break; - case GPU_VEC4: - uniform->datatype = GPU_DATA_4F; - break; - case GPU_MAT3: - uniform->datatype = GPU_DATA_9F; - break; - case GPU_MAT4: - uniform->datatype = GPU_DATA_16F; - break; - - case GPU_NONE: - case GPU_TEX2D: - case GPU_TEXCUBE: - case GPU_SHADOW2D: - case GPU_ATTRIB: - break; - } - - if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_LAMP) - uniform->lamp = input->dynamicdata; - - if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_MAT) - uniform->material = input->dynamicdata; - } - - if (uniform->type != GPU_DYNAMIC_NONE) - BLI_addtail(&shader->uniforms, uniform); - else - MEM_freeN(uniform); - } - - /* process builtin uniform */ - for (int i = 0; builtins[i].gputype; i++) { - if (mat->builtins & builtins[i].gputype) { - GPUInputUniform *uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform"); - uniform->type = builtins[i].dynamictype; - uniform->datatype = builtins[i].datatype; - BLI_strncpy(uniform->varname, GPU_builtin_name(builtins[i].gputype), sizeof(uniform->varname)); - BLI_addtail(&shader->uniforms, uniform); - } - } - - /* now link fragment shader with library shader */ - /* TBD: remove the function that are not used in the main function */ - liblen = (pass->libcode) ? strlen(pass->libcode) : 0; - fraglen = strlen(pass->fragmentcode); - shader->fragment = (char *)MEM_mallocN(liblen + fraglen + 1, "GPUFragShader"); - if (pass->libcode) - memcpy(shader->fragment, pass->libcode, liblen); - memcpy(&shader->fragment[liblen], pass->fragmentcode, fraglen); - shader->fragment[liblen + fraglen] = 0; - - // export the attribute - for (int i = 0; i < mat->attribs.totlayer; i++) { - GPUInputAttribute *attribute = MEM_callocN(sizeof(GPUInputAttribute), "GPUInputAttribute"); - attribute->type = mat->attribs.layer[i].type; - attribute->number = mat->attribs.layer[i].glindex; - BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid); - - switch (attribute->type) { - case CD_TANGENT: - attribute->datatype = GPU_DATA_4F; - break; - case CD_MTFACE: - attribute->datatype = GPU_DATA_2F; - attribute->name = mat->attribs.layer[i].name; - break; - case CD_MCOL: - attribute->datatype = GPU_DATA_4UB; - attribute->name = mat->attribs.layer[i].name; - break; - case CD_ORCO: - attribute->datatype = GPU_DATA_3F; - break; - } - - if (attribute->datatype != GPU_DATA_NONE) - BLI_addtail(&shader->attributes, attribute); - else - MEM_freeN(attribute); - } - - /* export the vertex shader */ - shader->vertex = BLI_strdup(pass->vertexcode); - } - - return shader; -} - -void GPU_free_shader_export(GPUShaderExport *shader) -{ - if (shader == NULL) - return; - - for (GPUInputUniform *uniform = shader->uniforms.first; uniform; uniform = uniform->next) - if (uniform->texpixels) - MEM_freeN(uniform->texpixels); - - BLI_freelistN(&shader->uniforms); - BLI_freelistN(&shader->attributes); - - if (shader->vertex) - MEM_freeN(shader->vertex); - if (shader->fragment) - MEM_freeN(shader->fragment); - - MEM_freeN(shader); -} - -#ifdef WITH_OPENSUBDIV -void GPU_material_update_fvar_offset(GPUMaterial *gpu_material, - DerivedMesh *dm) -{ - GPUPass *pass = gpu_material->pass; - GPUShader *shader = (pass != NULL ? pass->shader : NULL); - ListBase *inputs = (pass != NULL ? &pass->inputs : NULL); - GPUInput *input; - - if (shader == NULL) { - return; - } - - GPU_shader_bind(shader); - - for (input = inputs->first; - input != NULL; - input = input->next) - { - if (input->source == GPU_SOURCE_ATTRIB && - input->attribtype == CD_MTFACE) - { - char name[64]; - /* TODO(sergey): This will work for until names are - * consistent, we'll need to solve this somehow in the future. - */ - int layer_index; - int location; - - if (input->attribname[0] != '\0') { - layer_index = CustomData_get_named_layer(&dm->loopData, - CD_MLOOPUV, - input->attribname); - } - else { - layer_index = CustomData_get_active_layer(&dm->loopData, - CD_MLOOPUV); - } - - BLI_snprintf(name, sizeof(name), - "fvar%d_offset", - input->attribid); - location = GPU_shader_get_uniform(shader, name); - GPU_shader_uniform_int(shader, location, layer_index); - } - } - - GPU_shader_unbind(); -} -#endif |