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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c49
1 files changed, 30 insertions, 19 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 397c0e32c69..2d8487deb71 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -94,7 +94,7 @@ struct GPUMaterial {
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
- int obcolloc;
+ int obcolloc, obautobumpscaleloc;
ListBase lamps;
};
@@ -212,7 +212,8 @@ static int GPU_material_construct_end(GPUMaterial *material)
material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_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));
return 1;
}
@@ -273,7 +274,7 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
}
}
-void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4])
+void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4], float autobumpscale)
{
if(material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@@ -300,7 +301,9 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
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);
+ }
/* update lamps */
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
lamp= nlink->data;
@@ -1087,8 +1090,7 @@ static void do_material_tex(GPUShadeInput *shi)
/* ntap bumpmap image */
int iBumpSpace;
float ima_x, ima_y;
- float hScale = 0.1f; // compatibility adjustment factor for all bumpspace types
- float hScaleTex = 13.0f; // factor for scaling texspace bumps
+ float hScale;
float imag_tspace_dimension_x = 1024.0f; // only used for texture space variant
float aspect = 1.0f;
@@ -1096,16 +1098,35 @@ static void do_material_tex(GPUShadeInput *shi)
GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION);
GPUNodeLink *vR1, *vR2;
GPUNodeLink *dBs, *dBt, *fDet;
-
+
+ hScale = 0.1; // compatibility adjustment factor for all bumpspace types
if( mtex->texflag & MTEX_BUMP_TEXTURESPACE )
- hScale = hScaleTex;
+ hScale = 13.0f; // factor for scaling texspace bumps
+ else if(found_deriv_map!=0)
+ hScale = 1.0f;
+
+ // resolve texture resolution
+ if( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) {
+ ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser);
+ ima_x= 512.0f; ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only
+ if(ibuf) {
+ ima_x= ibuf->x;
+ ima_y= ibuf->y;
+ aspect = ((float) ima_y) / ima_x;
+ }
+ }
// 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.
norfac = -hScale * mtex->norfac;
+ if(found_deriv_map) norfac /= sqrtf(ima_x*ima_y);
+
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);
@@ -1152,17 +1173,6 @@ static void do_material_tex(GPUShadeInput *shi)
iBumpSpacePrev = iBumpSpace;
}
-
- // resolve texture resolution
- if( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) {
- ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser);
- ima_x= 512.0f; ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only
- if(ibuf) {
- ima_x= ibuf->x;
- ima_y= ibuf->y;
- aspect = ((float) ima_y) / ima_x;
- }
- }
if(found_deriv_map) {
@@ -1703,6 +1713,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
{ 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 },
+ { GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F },
{ 0 }
};