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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c210
1 files changed, 197 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 15b96b6d808..9aa453af4d6 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -175,7 +175,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material)
* removed by the glsl compiler by dead code elimination */
for(a=0, b=0; a<attribs->totlayer; a++) {
- sprintf(name, "att%d", attribs->layer[a].glindex);
+ sprintf(name, "att%d", attribs->layer[a].attribid);
attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
if(attribs->layer[a].glindex >= 0) {
@@ -386,12 +386,12 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
/* 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), lv, dist, &visifac);
+ 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), lv, dist, &visifac);
+ 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;
@@ -426,11 +426,11 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
if(lamp->type == LA_SPOT) {
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_uniform((float*)lamp->dynimat), *lv, &inpr);
+ 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), *lv, &inpr);
}
else {
mat->dynproperty |= DYN_LAMP_VEC;
- GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec), *lv, &inpr);
+ GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), *lv, &inpr);
}
GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac);
@@ -646,7 +646,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
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_uniform(lamp->dynvec), vn, GPU_uniform((float*)area),
+ 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);
}
@@ -684,13 +684,13 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
GPU_link(mat, "test_shadowbuf",
GPU_builtin(GPU_VIEW_POSITION),
- GPU_dynamic_texture(lamp->tex),
- GPU_dynamic_uniform((float*)lamp->dynpersmat),
+ 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);
if(lamp->mode & LA_ONLYSHADOW) {
GPU_link(mat, "shade_only_shadow", i, shadfac,
- GPU_dynamic_uniform(&lamp->dynenergy), &shadfac);
+ GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &shadfac);
if(!(lamp->mode & LA_NO_DIFF))
GPU_link(mat, "shade_only_shadow_diffuse", shadfac, shi->rgb,
@@ -719,7 +719,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
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, GPU_dynamic_uniform(lamp->dyncol), &rgb);
+ GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &rgb);
add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff);
}
}
@@ -729,7 +729,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
(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, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
@@ -752,11 +752,11 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if(ma->mode & MA_RAMP_SPEC) {
GPUNodeLink *spec;
do_specular_ramp(shi, specfac, t, &spec);
- GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), spec, &outcol);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), spec, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
- GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
}
@@ -1676,3 +1676,187 @@ int GPU_lamp_shadow_layer(GPULamp *lamp)
return -1;
}
+/* 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_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F },
+ { 0 }
+ };
+
+ GPUShaderExport *shader = NULL;
+ GPUPass *pass;
+ GPUInput *input;
+ GPUMaterial *mat;
+ GPUInputUniform *uniform;
+ GPUInputAttribute *attribute;
+ GLint lastbindcode;
+ int i, liblen, fraglen;
+
+ if(!GPU_glsl_support())
+ return NULL;
+
+ mat = GPU_material_from_blender(scene, ma);
+ 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) {
+ 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;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
+ glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
+ uniform->texsize = GPU_texture_opengl_width(input->tex) * GPU_texture_opengl_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, lastbindcode);
+ }
+ break;
+ }
+ }
+ else {
+ uniform->type = input->dynamictype;
+ BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
+ switch(input->type) {
+ case 1:
+ uniform->datatype = GPU_DATA_1F;
+ break;
+ case 2:
+ uniform->datatype = GPU_DATA_2F;
+ break;
+ case 3:
+ uniform->datatype = GPU_DATA_3F;
+ break;
+ case 4:
+ uniform->datatype = GPU_DATA_4F;
+ break;
+ case 9:
+ uniform->datatype = GPU_DATA_9F;
+ break;
+ case 16:
+ uniform->datatype = GPU_DATA_16F;
+ break;
+ }
+
+ if(uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST)
+ uniform->lamp = input->dynamicdata;
+ }
+
+ if(uniform->type != GPU_DYNAMIC_NONE)
+ BLI_addtail(&shader->uniforms, uniform);
+ else
+ MEM_freeN(uniform);
+ }
+
+ /* process builtin uniform */
+ for(i=0; builtins[i].gputype; i++) {
+ if(mat->builtins & builtins[i].gputype) {
+ 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 fragement 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(i=0; i<mat->attribs.totlayer; i++) {
+ 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)
+{
+ GPUInputUniform *uniform;
+
+ if(shader == NULL)
+ return;
+
+ for(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);
+}
+