diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 276 |
1 files changed, 197 insertions, 79 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 32d7e04aeea..c754f63664f 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -76,10 +76,15 @@ typedef enum DynMatProperty { DYN_LAMP_PERSMAT = 8, } DynMatProperty; + struct GPUMaterial { Scene *scene; Material *ma; + /* material for mesh surface, worlds or something else. + * some code generation is done differently depending on the use case */ + int type; + /* for creating the material */ ListBase nodes; GPUNodeLink *outlink; @@ -96,6 +101,7 @@ struct GPUMaterial { int viewmatloc, invviewmatloc; int obmatloc, invobmatloc; int obcolloc, obautobumpscaleloc; + int cameratexcofacloc; ListBase lamps; }; @@ -194,7 +200,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material) attribs->totlayer = b; } -static int GPU_material_construct_end(GPUMaterial *material) +static int GPU_material_construct_end(GPUMaterial *material, const char *passname) { if (material->outlink) { GPUNodeLink *outlink; @@ -202,7 +208,7 @@ static int GPU_material_construct_end(GPUMaterial *material) outlink = material->outlink; material->pass = GPU_generate_pass(&material->nodes, outlink, - &material->attribs, &material->builtins, material->ma->id.name); + &material->attribs, &material->builtins, material->type, passname); if (!material->pass) return 0; @@ -223,18 +229,20 @@ static int GPU_material_construct_end(GPUMaterial *material) material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR)); if (material->builtins & GPU_AUTO_BUMPSCALE) material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE)); + if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) + material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS)); return 1; } return 0; } -void GPU_material_free(Material *ma) +void GPU_material_free(ListBase *gpumaterial) { LinkData *link; LinkData *nlink, *mlink, *next; - for (link=ma->gpumaterial.first; link; link=link->next) { + for (link=gpumaterial->first; link; link=link->next) { GPUMaterial *material = link->data; if (material->pass) @@ -243,19 +251,23 @@ void GPU_material_free(Material *ma) for (nlink=material->lamps.first; nlink; nlink=nlink->next) { GPULamp *lamp = nlink->data; - for (mlink=lamp->materials.first; mlink; mlink=next) { - next = mlink->next; - if (mlink->data == ma) - BLI_freelinkN(&lamp->materials, mlink); + if (material->ma) { + Material *ma = material->ma; + + for (mlink=lamp->materials.first; mlink; mlink=next) { + next = mlink->next; + if (mlink->data == ma) + BLI_freelinkN(&lamp->materials, mlink); + } } } - + BLI_freelistN(&material->lamps); MEM_freeN(material); } - BLI_freelistN(&ma->gpumaterial); + BLI_freelistN(gpumaterial); } bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma) @@ -268,7 +280,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m return true; } -void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock) +void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock) { if (material->pass) { LinkData *nlink; @@ -280,42 +292,44 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim viewlay &= srl->lay; /* handle layer lamps */ - for (nlink=material->lamps.first; nlink; nlink=nlink->next) { - lamp= nlink->data; - - if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) - && GPU_lamp_override_visible(lamp, srl, material->ma)) { - lamp->dynenergy = lamp->energy; - copy_v3_v3(lamp->dyncol, lamp->col); - } - else { - lamp->dynenergy = 0.0f; - lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f; - } - - if (material->dynproperty & DYN_LAMP_VEC) { - copy_v3_v3(lamp->dynvec, lamp->vec); - normalize_v3(lamp->dynvec); - negate_v3(lamp->dynvec); - mul_mat3_m4_v3(viewmat, lamp->dynvec); - } - - if (material->dynproperty & DYN_LAMP_CO) { - copy_v3_v3(lamp->dynco, lamp->co); - mul_m4_v3(viewmat, lamp->dynco); - } - - if (material->dynproperty & DYN_LAMP_IMAT) { - mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv); - } - - if (material->dynproperty & DYN_LAMP_PERSMAT) { - if (!GPU_lamp_has_shadow_buffer(lamp)) /* The lamp matrices are already updated if we're using shadow buffers */ - GPU_lamp_update_buffer_mats(lamp); - mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv); + if (material->type == GPU_MATERIAL_TYPE_MESH) { + for (nlink=material->lamps.first; nlink; nlink=nlink->next) { + lamp= nlink->data; + + if (!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) + && GPU_lamp_override_visible(lamp, srl, material->ma)) { + lamp->dynenergy = lamp->energy; + copy_v3_v3(lamp->dyncol, lamp->col); + } + else { + lamp->dynenergy = 0.0f; + lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f; + } + + if (material->dynproperty & DYN_LAMP_VEC) { + copy_v3_v3(lamp->dynvec, lamp->vec); + normalize_v3(lamp->dynvec); + negate_v3(lamp->dynvec); + mul_mat3_m4_v3(viewmat, lamp->dynvec); + } + + if (material->dynproperty & DYN_LAMP_CO) { + copy_v3_v3(lamp->dynco, lamp->co); + mul_m4_v3(viewmat, lamp->dynco); + } + + if (material->dynproperty & DYN_LAMP_IMAT) { + mul_m4_m4m4(lamp->dynimat, lamp->imat, viewinv); + } + + if (material->dynproperty & DYN_LAMP_PERSMAT) { + if (!GPU_lamp_has_shadow_buffer(lamp)) /* The lamp matrices are already updated if we're using shadow buffers */ + GPU_lamp_update_buffer_mats(lamp); + mul_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv); + } } } - + /* note material must be bound before setting uniforms */ GPU_pass_bind(material->pass, time, mipmap); @@ -326,6 +340,16 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim if (material->builtins & GPU_INVERSE_VIEW_MATRIX) { GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv); } + if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) { + if (camerafactors) { + GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)camerafactors); + } + else { + /* use default, no scaling no offset */ + float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f}; + GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)borders); + } + } GPU_pass_update_uniforms(material->pass); @@ -376,6 +400,12 @@ Scene *GPU_material_scene(GPUMaterial *material) return material->scene; } +GPUMatType GPU_Material_get_type(GPUMaterial *material) +{ + return material->type; +} + + void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs) { *attribs = material->attribs; @@ -1204,7 +1234,6 @@ static void do_material_tex(GPUShadeInput *shi) float imag_tspace_dimension_x = 1024.0f; // only used for texture space variant float aspect = 1.0f; - GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION); GPUNodeLink *vR1, *vR2; GPUNodeLink *dBs, *dBt, *fDet; @@ -1261,7 +1290,8 @@ static void do_material_tex(GPUShadeInput *shi) // 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, @@ -1426,6 +1456,7 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi) GPU_link(mat, "set_value", GPU_uniform(&ma->emit), &shi->emit); GPU_link(mat, "set_value", GPU_uniform(&hard), &shi->har); GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &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)) @@ -1497,6 +1528,12 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) } } + 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 (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined); if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec); @@ -1582,6 +1619,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma) /* allocate material */ mat = GPU_material_construct_begin(ma); mat->scene = scene; + mat->type = GPU_MATERIAL_TYPE_MESH; if (ma->preview && ma->preview->rect[0]) { outlink = gpu_material_preview_matcap(mat, ma); @@ -1592,7 +1630,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma) GPU_material_output_link(mat, outlink); - GPU_material_construct_end(mat); + GPU_material_construct_end(mat, "matcap_pass"); /* note that even if building the shader fails in some way, we still keep * it to avoid trying to compile again and again, and simple do not use @@ -1605,6 +1643,45 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma) return mat; } +GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo) +{ + LinkData *link; + GPUMaterial *mat; + + for (link=wo->gpumaterial.first; link; link=link->next) + if (((GPUMaterial*)link->data)->scene == scene) + return link->data; + + /* allocate material */ + mat = GPU_material_construct_begin(NULL); + mat->scene = scene; + mat->type = GPU_MATERIAL_TYPE_WORLD; + + /* create nodes */ + if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes) + ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING); + else { + /* old fixed function world */ + } + + if (GPU_material_do_color_management(mat)) + if (mat->outlink) + GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink); + + GPU_material_construct_end(mat, wo->id.name); + + /* note that even if building the shader fails in some way, we still keep + * it to avoid trying to compile again and again, and simple do not use + * the actual shader on drawing */ + + link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); + link->data = mat; + BLI_addtail(&wo->gpumaterial, link); + + return mat; +} + + GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) { GPUMaterial *mat; @@ -1618,6 +1695,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) /* allocate material */ mat = GPU_material_construct_begin(ma); mat->scene = scene; + mat->type = GPU_MATERIAL_TYPE_MESH; /* render pipeline option */ if (ma->mode & MA_TRANSP) @@ -1647,7 +1725,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma) if (mat->outlink) GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink); - GPU_material_construct_end(mat); + GPU_material_construct_end(mat, ma->id.name); /* note that even if building the shader fails in some way, we still keep * it to avoid trying to compile again and again, and simple do not use @@ -1664,12 +1742,16 @@ void GPU_materials_free(void) { Object *ob; Material *ma; + World *wo; extern Material defmaterial; for (ma=G.main->mat.first; ma; ma=ma->id.next) - GPU_material_free(ma); + GPU_material_free(&ma->gpumaterial); - GPU_material_free(&defmaterial); + for (wo=G.main->world.first; wo; wo=wo->id.next) + GPU_material_free(&wo->gpumaterial); + + GPU_material_free(&defmaterial.gpumaterial); for (ob=G.main->object.first; ob; ob=ob->id.next) GPU_lamp_free(ob); @@ -1686,10 +1768,10 @@ static void gpu_lamp_calc_winmat(GPULamp *lamp) orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend); } else { - angle= saacos(lamp->spotsi); - temp= 0.5f*lamp->size*cosf(angle)/sinf(angle); - pixsize= (lamp->d)/temp; - wsize= pixsize*0.5f*lamp->size; + angle = saacos(lamp->spotsi); + temp = 0.5f * lamp->size * cosf(angle) / sinf(angle); + pixsize = lamp->d / temp; + wsize = pixsize * 0.5f * lamp->size; perspective_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend); } } @@ -1844,7 +1926,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } @@ -1856,11 +1938,16 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } + if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + /* FBO and texture for blurring */ lamp->blurfb = GPU_framebuffer_create(); if (!lamp->blurfb) { @@ -1874,10 +1961,20 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } + + /* we need to properly bind to test for completeness */ + GPU_texture_bind_as_framebuffer(lamp->blurtex); + + if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } + + GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex); } else { lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL); @@ -1886,10 +1983,15 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) return lamp; } - if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { + if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0, NULL)) { gpu_lamp_shadow_free(lamp); return lamp; } + + if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) { + gpu_lamp_shadow_free(lamp); + return lamp; + } } GPU_framebuffer_restore(); @@ -1923,7 +2025,7 @@ void GPU_lamp_free(Object *ob) BLI_freelinkN(&lamp->materials, nlink); if (ma->gpumaterial.first) - GPU_material_free(ma); + GPU_material_free(&ma->gpumaterial); } gpu_lamp_shadow_free(lamp); @@ -1972,8 +2074,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsiz /* opengl */ glDisable(GL_SCISSOR_TEST); - GPU_framebuffer_texture_bind(lamp->fb, lamp->tex, - GPU_texture_opengl_width(lamp->tex), GPU_texture_opengl_height(lamp->tex)); + GPU_texture_bind_as_framebuffer(lamp->tex); if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE)); @@ -2008,13 +2109,14 @@ int GPU_lamp_shadow_layer(GPULamp *lamp) return -1; } -GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow) +GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadow, GPUNodeLink **energy) { GPUNodeLink *visifac; *col = GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob); + *energy = GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob); visifac = lamp_get_visibility(mat, lamp, lv, dist); - /* looks like it's not used? psy-fi */ + shade_light_textures(mat, lamp, col); if (GPU_lamp_has_shadow_buffer(lamp)) { @@ -2026,18 +2128,18 @@ GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **co 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, shadow); + 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, 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, shadow); + 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, shadow); } } else { @@ -2120,30 +2222,46 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) glBindTexture(GL_TEXTURE_2D, lastbindcode); } break; + + case GPU_NONE: + case GPU_FLOAT: + case GPU_VEC2: + case GPU_VEC3: + case GPU_VEC4: + case GPU_MAT3: + case GPU_MAT4: + case GPU_ATTRIB: + break; } } else { uniform->type = input->dynamictype; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); switch (input->type) { - case 1: + case GPU_FLOAT: uniform->datatype = GPU_DATA_1F; break; - case 2: + case GPU_VEC2: uniform->datatype = GPU_DATA_2F; break; - case 3: + case GPU_VEC3: uniform->datatype = GPU_DATA_3F; break; - case 4: + case GPU_VEC4: uniform->datatype = GPU_DATA_4F; break; - case 9: + case GPU_MAT3: uniform->datatype = GPU_DATA_9F; break; - case 16: + case GPU_MAT4: uniform->datatype = GPU_DATA_16F; break; + + case GPU_NONE: + case GPU_TEX2D: + case GPU_SHADOW2D: + case GPU_ATTRIB: + break; } if (uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST) |