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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c61
1 files changed, 55 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 09776fd1714..999e3b5c20e 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -278,6 +278,7 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
}
GPU_pass_bind(material->pass, time, mipmap);
+ GPU_pass_update_uniforms(material->pass);
material->bound = 1;
}
}
@@ -338,8 +339,6 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float
mult_m4_m4m4(lamp->dynpersmat, lamp->persmat, viewinv);
}
}
-
- GPU_pass_update_uniforms(material->pass);
}
}
@@ -1035,8 +1034,7 @@ static void do_material_tex(GPUShadeInput *shi)
GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, FALSE), &tin, &trgb);
rgbnor= TEX_RGB;
- if (tex->imaflag & TEX_USEALPHA)
- talpha= 1;
+ talpha = ((tex->imaflag & TEX_USEALPHA) && tex->ima && (tex->ima->flag & IMA_IGNORE_ALPHA) == 0);
}
else {
continue;
@@ -1507,6 +1505,52 @@ static GPUNodeLink *gpu_material_diffuse_bsdf(GPUMaterial *mat, Material *ma)
return outlink;
}
+static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma)
+{
+ GPUNodeLink *outlink;
+
+ GPU_link(mat, "material_preview_matcap", GPU_uniform(&ma->r), GPU_image_preview(ma->preview), GPU_builtin(GPU_VIEW_NORMAL), &outlink);
+
+ return outlink;
+}
+
+/* new solid draw mode with glsl matcaps */
+GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma)
+{
+ GPUMaterial *mat;
+ GPUNodeLink *outlink;
+ LinkData *link;
+
+ for (link=ma->gpumaterial.first; link; link=link->next)
+ if (((GPUMaterial*)link->data)->scene == scene)
+ return link->data;
+
+ /* allocate material */
+ mat = GPU_material_construct_begin(ma);
+ mat->scene = scene;
+
+ 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);
+
+ /* 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;
+}
+
GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
{
GPUMaterial *mat;
@@ -1526,7 +1570,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
ntreeGPUMaterialNodes(ma->nodetree, mat);
}
else {
- if(BKE_scene_use_new_shading_nodes(scene)) {
+ if (BKE_scene_use_new_shading_nodes(scene)) {
/* create simple diffuse material instead of nodes */
outlink = gpu_material_diffuse_bsdf(mat, ma);
}
@@ -1874,7 +1918,7 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsiz
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
- GPU_shader_unbind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
+ GPU_shader_unbind();
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}
@@ -1883,6 +1927,11 @@ void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
glEnable(GL_SCISSOR_TEST);
}
+int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
+{
+ return lamp->la->shadowmap_type;
+}
+
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW)))