diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 556 |
1 files changed, 100 insertions, 456 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index f39cad20b9b..a08bef4472a 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -60,11 +60,14 @@ #include "GPU_extensions.h" #include "GPU_framebuffer.h" +#include "GPU_lamp.h" #include "GPU_material.h" #include "GPU_shader.h" #include "GPU_texture.h" +#include "GPU_uniformbuffer.h" #include "gpu_codegen.h" +#include "gpu_lamp_private.h" #ifdef WITH_OPENSUBDIV # include "BKE_DerivedMesh.h" @@ -92,12 +95,15 @@ static struct GPUWorld { } 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 */ + + const void *engine_type; /* attached engine type */ + int options; /* to identify shader variations (shadow, probe, world background...) */ /* for creating the material */ ListBase nodes; @@ -128,50 +134,7 @@ struct GPUMaterial { 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; + GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */ }; /* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */ @@ -289,21 +252,10 @@ void GPU_material_free(ListBase *gpumaterial) if (material->pass) GPU_pass_free(material->pass); - for (LinkData *nlink = material->lamps.first; nlink; nlink = nlink->next) { - GPULamp *lamp = nlink->data; - - if (material->ma) { - Material *ma = material->ma; - - 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); @@ -312,18 +264,6 @@ void GPU_material_free(ListBase *gpumaterial) 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) @@ -490,6 +430,34 @@ GPUMatType GPU_Material_get_type(GPUMaterial *material) return material->type; } +GPUPass *GPU_material_get_pass(GPUMaterial *material) +{ + return material->pass; +} + +GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material) +{ + return material->ubo; +} + +/** + * Create dynamic UBO from parameters + * \param ListBase of BLI_genericNodeN(GPUInput) + */ +void GPU_material_create_uniform_buffer(GPUMaterial *material, ListBase *inputs) +{ + material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL); +} + +void GPU_material_uniform_buffer_tag_dirty(ListBase *gpumaterials) +{ + for (LinkData *link = gpumaterials->first; link; link = link->next) { + GPUMaterial *material = link->data; + if (material->ubo != NULL) { + GPU_uniformbuffer_tag_dirty(material->ubo); + } + } +} void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs) { @@ -951,14 +919,12 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la } add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, shi->gpumat->ma); return; } } } 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 @@ -1025,7 +991,6 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la } add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, shi->gpumat->ma); } static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) @@ -2150,6 +2115,64 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo) return mat; } +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; + } + } + + return NULL; +} + +/** + * TODO: This is supposed to replace GPU_material_from_blender/_world in the future + * + * \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, + const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines) +{ + GPUMaterial *mat; + GPUNodeLink *outlink; + LinkData *link; + + /* 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); /* TODO remove GPU_material_construct_begin */ + mat->scene = scene; + mat->engine_type = engine_type; + mat->options = options; + + ntreeGPUMaterialNodes(ntree, mat, NODE_NEWER_SHADING); + + /* Let Draw manager finish the construction. */ + if (mat->outlink) { + outlink = mat->outlink; + mat->pass = GPU_generate_pass_new( + mat, &mat->nodes, outlink, &mat->attribs, vert_code, geom_code, frag_lib, defines); + } + + /* 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(gpumaterials, link); + + return mat; +} GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv) { @@ -2237,386 +2260,6 @@ void GPU_materials_free(void) /* 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) @@ -2658,7 +2301,6 @@ GPUNodeLink *GPU_lamp_get_data( /* ensure shadow buffer and lamp textures will be updated */ add_user_list(&mat->lamps, lamp); - add_user_list(&lamp->materials, mat->ma); return visifac; } @@ -2735,6 +2377,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) case GPU_VEC4: case GPU_MAT3: case GPU_MAT4: + case GPU_CLOSURE: case GPU_ATTRIB: break; } @@ -2763,6 +2406,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) break; case GPU_NONE: + case GPU_CLOSURE: case GPU_TEX2D: case GPU_TEXCUBE: case GPU_SHADOW2D: |