diff options
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_buffers.h | 4 | ||||
-rw-r--r-- | source/blender/gpu/GPU_material.h | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 39 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 14 |
5 files changed, 57 insertions, 5 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h index 7972d138b9b..b693d473bd8 100644 --- a/source/blender/gpu/GPU_buffers.h +++ b/source/blender/gpu/GPU_buffers.h @@ -223,7 +223,7 @@ typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers; /* build */ GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers( - const int (*face_vert_indices)[4], + const int (*face_vert_indices)[3], const struct MPoly *mpoly, const struct MLoop *mloop, const struct MLoopTri *looptri, const struct MVert *verts, const int *face_indices, @@ -240,7 +240,7 @@ GPU_PBVH_Buffers *GPU_build_bmesh_pbvh_buffers(bool smooth_shading); void GPU_update_mesh_pbvh_buffers( GPU_PBVH_Buffers *buffers, const struct MVert *mvert, const int *vert_indices, int totvert, const float *vmask, - const int (*face_vert_indices)[4], bool show_diffuse_color); + const int (*face_vert_indices)[3], bool show_diffuse_color); void GPU_update_bmesh_pbvh_buffers(GPU_PBVH_Buffers *buffers, struct BMesh *bm, diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 3413ee0d161..202e5fd3ad7 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -332,6 +332,7 @@ void GPU_mist_update_enable(short enable); void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]); void GPU_horizon_update_color(float color[3]); void GPU_ambient_update_color(float color[3]); +void GPU_zenith_update_color(float color[3]); #ifdef WITH_OPENSUBDIV struct DerivedMesh; diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index 36d297fb9fe..c663af0ccbb 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -1033,7 +1033,7 @@ static void gpu_color_from_mask_quad_copy(const CCGKey *key, void GPU_update_mesh_pbvh_buffers( GPU_PBVH_Buffers *buffers, const MVert *mvert, const int *vert_indices, int totvert, const float *vmask, - const int (*face_vert_indices)[4], bool show_diffuse_color) + const int (*face_vert_indices)[3], bool show_diffuse_color) { VertexBufferFormat *vert_data; int i, j; @@ -1161,7 +1161,7 @@ void GPU_update_mesh_pbvh_buffers( } GPU_PBVH_Buffers *GPU_build_mesh_pbvh_buffers( - const int (*face_vert_indices)[4], + const int (*face_vert_indices)[3], const MPoly *mpoly, const MLoop *mloop, const MLoopTri *looptri, const MVert *mvert, const int *face_indices, diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 79d11ae0972..ba78c347e99 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -88,6 +88,7 @@ static struct GPUWorld { float mistcol[4]; float horicol[3]; float ambcol[4]; + float zencol[3]; } GPUWorld; struct GPUMaterial { @@ -1648,6 +1649,11 @@ void GPU_ambient_update_color(float color[3]) GPUWorld.ambcol[3] = 1.0f; } +void GPU_zenith_update_color(float color[3]) +{ + copy_v3_v3(GPUWorld.zencol, color); +} + void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) { GPUMaterial *mat = shi->gpumat; @@ -1704,6 +1710,37 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) ulinfac, ulogfac, &shr->spec); } + /* environment lighting */ + if (!(mat->scene->gm.flag & GAME_GLSL_NO_ENV_LIGHTING) && + (world->mode & WO_ENV_LIGHT) && + (mat->scene->r.mode & R_SHADOW) && + !BKE_scene_use_new_shading_nodes(mat->scene)) + { + if ((world->ao_env_energy != 0.0f) && (GPU_link_changed(shi->amb) || ma->amb != 0.0f) && + (GPU_link_changed(shi->refl) || ma->ref != 0.0f)) + { + if (world->aocolor != WO_AOPLAIN) { + if (!(is_zero_v3(&world->horr) & is_zero_v3(&world->zenr))) + { + GPUNodeLink *fcol, *f; + GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f); + GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f); + GPU_link(mat, "shade_mul_value", f, shi->rgb, &fcol); + GPU_link(mat, "env_apply", shr->combined, + GPU_dynamic_uniform(GPUWorld.horicol, GPU_DYNAMIC_HORIZON_COLOR, NULL), + GPU_dynamic_uniform(GPUWorld.zencol, GPU_DYNAMIC_ZENITH_COLOR, NULL), fcol, + GPU_builtin(GPU_VIEW_MATRIX), shi->vn, &shr->combined); + } + } + else { + GPUNodeLink *f; + GPU_link(mat, "math_multiply", shi->amb, shi->refl, &f); + GPU_link(mat, "math_multiply", f, GPU_uniform(&world->ao_env_energy), &f); + GPU_link(mat, "shade_maddf", shr->combined, f, shi->rgb, &shr->combined); + } + } + } + /* ambient color */ if (GPU_link_changed(shi->amb) || ma->amb != 0.0f) { GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb), @@ -2527,7 +2564,7 @@ int GPU_lamp_shadow_bind_code(GPULamp *lamp) float *GPU_lamp_dynpersmat(GPULamp *lamp) { - return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL; + return &lamp->dynpersmat[0][0]; } int GPU_lamp_shadow_layer(GPULamp *lamp) diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 9914c4bb362..f3bd817a7cc 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1358,6 +1358,13 @@ void mtex_cube_map(vec3 co, samplerCube ima, out float value, out vec4 color) value = 1.0; } +void mtex_cube_map_refl_from_refldir( + samplerCube ima, vec3 reflecteddirection, out float value, out vec4 color) +{ + color = textureCube(ima, reflecteddirection); + value = 1.0; +} + void mtex_cube_map_refl( samplerCube ima, vec3 vp, vec3 vn, mat4 viewmatrixinverse, mat4 viewmatrix, out float value, out vec4 color) @@ -2182,6 +2189,13 @@ void shade_madd_clamped(vec4 col, vec4 col1, vec4 col2, out vec4 outcol) outcol = col + max(col1 * col2, vec4(0.0, 0.0, 0.0, 0.0)); } +void env_apply(vec4 col, vec4 hor, vec4 zen, vec4 f, mat4 vm, vec3 vn, out vec4 outcol) +{ + vec3 vv = normalize(vm[2].xyz); + float skyfac = 0.5 * (1.0 + dot(vn, -vv)); + outcol = col + f * mix(hor, zen, skyfac); +} + void shade_maddf(vec4 col, float f, vec4 col1, out vec4 outcol) { outcol = col + f * col1; |