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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_material.h11
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c16
-rw-r--r--source/blender/gpu/intern/gpu_draw.c20
-rw-r--r--source/blender/gpu/intern/gpu_material.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl38
5 files changed, 81 insertions, 6 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 1508941f706..de274b87f9e 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -82,11 +82,12 @@ typedef enum GPUType {
/* Values not in GPU_DATATYPE_STR */
GPU_TEX2D = 1002,
- GPU_SHADOW2D = 1003,
- GPU_TEXCUBE = 1004,
+ GPU_TEX3D = 1003,
+ GPU_SHADOW2D = 1004,
+ GPU_TEXCUBE = 1005,
/* GLSL Struct types */
- GPU_CLOSURE = 1005,
+ GPU_CLOSURE = 1006,
/* Opengl Attributes */
GPU_ATTRIB = 3001
@@ -108,7 +109,9 @@ typedef enum GPUBuiltin {
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
- GPU_OBJECT_INFO = (1 << 15)
+ GPU_OBJECT_INFO = (1 << 15),
+ GPU_VOLUME_DENSITY = (1 << 16),
+ GPU_VOLUME_FLAME = (1 << 17)
} GPUBuiltin;
typedef enum GPUOpenGLBuiltin {
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index b5a7d751f2a..bc91df895c8 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -190,6 +190,9 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
if (!type && gpu_str_prefix(code, "sampler2D")) {
type = GPU_TEX2D;
}
+ if (!type && gpu_str_prefix(code, "sampler3D")) {
+ type = GPU_TEX3D;
+ }
if (!type && gpu_str_prefix(code, "Closure")) {
type = GPU_CLOSURE;
@@ -420,6 +423,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfparticleangvel";
else if (builtin == GPU_OBJECT_INFO)
return "unfobjectinfo";
+ else if (builtin == GPU_VOLUME_DENSITY)
+ return "sampdensity";
+ else if (builtin == GPU_VOLUME_FLAME)
+ return "sampflame";
else
return "";
}
@@ -537,7 +544,14 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
builtins |= input->builtin;
name = GPU_builtin_name(input->builtin);
- if (gpu_str_prefix(name, "unf")) {
+ if (gpu_str_prefix(name, "samp")) {
+ if ((input->builtin == GPU_VOLUME_DENSITY) ||
+ (input->builtin == GPU_VOLUME_FLAME))
+ {
+ BLI_dynstr_appendf(ds, "uniform sampler3D %s;\n", name);
+ }
+ }
+ else if (gpu_str_prefix(name, "unf")) {
BLI_dynstr_appendf(ds, "uniform %s %s;\n",
GPU_DATATYPE_STR[input->type], name);
}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index cc6afe983ca..9f1fdcfe551 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1259,6 +1259,16 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
else {
sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
GPU_R8, smoke_get_density(sds->fluid), NULL);
+
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ GPU_texture_bind(sds->tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
@@ -1277,6 +1287,16 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
else {
sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
+
+ /* Swizzle the RGBA components to read the Red channel so
+ * that the shader stay the same for colored and non color
+ * density textures. */
+ GPU_texture_bind(sds->tex, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_RED);
+ GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 312cd7bc20a..cdd3f789cca 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2401,6 +2401,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
break;
case GPU_NONE:
+ case GPU_TEX3D:
case GPU_TEXCUBE:
case GPU_FLOAT:
case GPU_VEC2:
@@ -2439,6 +2440,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
case GPU_NONE:
case GPU_CLOSURE:
case GPU_TEX2D:
+ case GPU_TEX3D:
case GPU_TEXCUBE:
case GPU_SHADOW2D:
case GPU_ATTRIB:
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 0dd8e6643b2..afb5eca5263 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3093,11 +3093,47 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol)
/* geometry */
+void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).aaa;
+ outcol = vec4(outvec, 1.0);
+ outf = dot(vec3(1.0 / 3.0), outvec);
+}
+
+void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).rgb;
+ outcol = vec4(outvec, 1.0);
+ outf = dot(vec3(1.0 / 3.0), outvec);
+}
+
+void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).rrr;
+ outcol = vec4(outvec, 1.0);
+ outf = dot(vec3(1.0 / 3.0), outvec);
+}
+
void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
{
outcol = vec4(attr, 1.0);
outvec = attr;
- outf = (attr.x + attr.y + attr.z) / 3.0;
+ outf = dot(vec3(1.0 / 3.0), attr);
}
void node_uvmap(vec3 attr_uv, out vec3 outvec)