Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt4
-rw-r--r--source/blender/gpu/GPU_draw.h5
-rw-r--r--source/blender/gpu/GPU_material.h10
-rw-r--r--source/blender/gpu/SConscript4
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c178
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h3
-rw-r--r--source/blender/gpu/intern/gpu_draw.c73
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c100
-rw-r--r--source/blender/gpu/intern/gpu_material.c89
-rw-r--r--source/blender/gpu/intern/gpu_simple_shader.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_vertex.glsl21
12 files changed, 452 insertions, 43 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 23a2b77d1e7..328623f884f 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -92,6 +92,7 @@ set(SRC
intern/gpu_private.h
)
+data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_program_smoke_frag.glsl SRC)
data_to_c_simple(shaders/gpu_program_smoke_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
@@ -127,6 +128,9 @@ if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
+if(WITH_OPENSUBDIV)
+ add_definitions(-DWITH_OPENSUBDIV)
+endif()
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 26db4058d34..0992f8e9d21 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -148,6 +148,11 @@ void GPU_create_smoke(struct SmokeModifierData *smd, int highres);
/* Delayed free of OpenGL buffers by main thread */
void GPU_free_unused_buffers(void);
+#ifdef WITH_OPENSUBDIV
+struct DerivedMesh;
+void GPU_draw_update_fvar_offset(struct DerivedMesh *dm);
+#endif
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 5995366c095..dd08ed83e5a 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -206,8 +206,8 @@ GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
-GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma);
-GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma);
+GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
+GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(void);
@@ -322,6 +322,12 @@ typedef struct GPUParticleInfo
float angular_velocity[3];
} GPUParticleInfo;
+#ifdef WITH_OPENSUBDIV
+struct DerivedMesh;
+void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
+ struct DerivedMesh *dm);
+#endif
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/SConscript b/source/blender/gpu/SConscript
index ff5fb42c021..880a6d14e26 100644
--- a/source/blender/gpu/SConscript
+++ b/source/blender/gpu/SConscript
@@ -60,9 +60,13 @@ if env['WITH_BF_SMOKE']:
if env['WITH_BF_DDS']:
defs.append('WITH_DDS')
+if env['WITH_BF_OPENSUBDIV']:
+ defs.append('WITH_OPENSUBDIV')
+
# generated data files
import os
sources.extend((
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_geometry.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_program_smoke_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_program_smoke_color_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 335342c7123..68b9e3845f7 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -56,7 +56,7 @@
extern char datatoc_gpu_shader_material_glsl[];
extern char datatoc_gpu_shader_vertex_glsl[];
extern char datatoc_gpu_shader_vertex_world_glsl[];
-
+extern char datatoc_gpu_shader_geometry_glsl[];
static char *glsl_material_library = NULL;
@@ -531,8 +531,19 @@ static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
}
}
else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+#ifdef WITH_OPENSUBDIV
+ bool skip_opensubdiv = input->attribtype == CD_TANGENT;
+ if (skip_opensubdiv) {
+ BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
+ }
+#endif
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
+#ifdef WITH_OPENSUBDIV
+ if (skip_opensubdiv) {
+ BLI_dynstr_appendf(ds, "#endif\n");
+ }
+#endif
}
}
}
@@ -633,6 +644,12 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
char *code;
int builtins;
+#ifdef WITH_OPENSUBDIV
+ GPUNode *node;
+ GPUInput *input;
+#endif
+
+
#if 0
BLI_dynstr_append(ds, FUNCTION_PROTOTYPES);
#endif
@@ -650,7 +667,35 @@ static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = (gl_FrontFacing)? varnormal: -varnormal;\n");
-
+
+ /* Calculate tangent space. */
+#ifdef WITH_OPENSUBDIV
+ {
+ bool has_tangent = false;
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ if (input->attribtype == CD_TANGENT) {
+ BLI_dynstr_appendf(ds, "#ifdef USE_OPENSUBDIV\n");
+ BLI_dynstr_appendf(ds, "\t%s var%d;\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ if (has_tangent == false) {
+ BLI_dynstr_appendf(ds, "\tvec3 Q1 = dFdx(inpt.v.position.xyz);\n");
+ BLI_dynstr_appendf(ds, "\tvec3 Q2 = dFdy(inpt.v.position.xyz);\n");
+ BLI_dynstr_appendf(ds, "\tvec2 st1 = dFdx(inpt.v.uv);\n");
+ BLI_dynstr_appendf(ds, "\tvec2 st2 = dFdy(inpt.v.uv);\n");
+ BLI_dynstr_appendf(ds, "\tvec3 T = normalize(Q1 * st2.t - Q2 * st1.t);\n");
+ }
+ BLI_dynstr_appendf(ds, "\tvar%d = vec4(T, 1.0);\n", input->attribid);
+ BLI_dynstr_appendf(ds, "#endif\n");
+ }
+ }
+ }
+ }
+ }
+#endif
+
codegen_declare_tmps(ds, nodes);
codegen_call_functions(ds, nodes, output);
@@ -678,10 +723,21 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+#ifdef WITH_OPENSUBDIV
+ bool skip_opensubdiv = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
+ if (skip_opensubdiv) {
+ BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
+ }
+#endif
BLI_dynstr_appendf(ds, "attribute %s att%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
BLI_dynstr_appendf(ds, "varying %s var%d;\n",
GPU_DATATYPE_STR[input->type], input->attribid);
+#ifdef WITH_OPENSUBDIV
+ if (skip_opensubdiv) {
+ BLI_dynstr_appendf(ds, "#endif\n");
+ }
+#endif
}
}
}
@@ -706,11 +762,29 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
for (input = node->inputs.first; input; input = input->next)
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) { /* silly exception */
+#ifdef WITH_OPENSUBDIV
+ BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
+#endif
BLI_dynstr_appendf(ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n", input->attribid, input->attribid);
BLI_dynstr_appendf(ds, "\tvar%d.w = att%d.w;\n", input->attribid, input->attribid);
+#ifdef WITH_OPENSUBDIV
+ BLI_dynstr_appendf(ds, "#endif\n");
+#endif
}
- else
+ else {
+#ifdef WITH_OPENSUBDIV
+ bool is_mtface = input->attribtype == CD_MTFACE;
+ if (is_mtface) {
+ BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
+ }
+#endif
BLI_dynstr_appendf(ds, "\tvar%d = att%d;\n", input->attribid, input->attribid);
+#ifdef WITH_OPENSUBDIV
+ if (is_mtface) {
+ BLI_dynstr_appendf(ds, "#endif\n");
+ }
+#endif
+ }
}
/* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
@@ -738,6 +812,61 @@ static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
return code;
}
+static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
+{
+#ifdef WITH_OPENSUBDIV
+ if (use_opensubdiv) {
+ DynStr *ds = BLI_dynstr_new();
+ GPUNode *node;
+ GPUInput *input;
+ char *code;
+
+ /* Generate varying declarations. */
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ if (input->attribtype == CD_MTFACE) {
+ BLI_dynstr_appendf(ds, "varying %s var%d;\n",
+ GPU_DATATYPE_STR[input->type],
+ input->attribid);
+ BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
+ input->attribid);
+ }
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, datatoc_gpu_shader_geometry_glsl);
+
+ /* Generate varying assignments. */
+ for (node = nodes->first; node; node = node->next) {
+ for (input = node->inputs.first; input; input = input->next) {
+ if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
+ if (input->attribtype == CD_MTFACE) {
+ BLI_dynstr_appendf(ds,
+ "\tINTERP_FACE_VARYING_2(var%d, "
+ "fvar%d_offset, st);\n",
+ input->attribid,
+ input->attribid);
+ }
+ }
+ }
+ }
+
+ BLI_dynstr_append(ds, "}\n\n");
+ code = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ //if (G.debug & G_DEBUG) printf("%s\n", code);
+
+ return code;
+ }
+#else
+ UNUSED_VARS(nodes, use_opensubdiv);
+#endif
+ return NULL;
+}
+
void GPU_code_generate_glsl_lib(void)
{
DynStr *ds;
@@ -786,8 +915,28 @@ static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
- if (input->source == GPU_SOURCE_ATTRIB ||
- input->source == GPU_SOURCE_BUILTIN ||
+ if (input->source == GPU_SOURCE_ATTRIB) {
+#ifdef WITH_OPENSUBDIV
+ /* We do need mtface attributes for later, so we can
+ * update face-varuing variables offset in the texture
+ * buffer for proper sampling from the shader.
+ *
+ * We don't do anything about attribute itself, we
+ * only use it to learn which uniform name is to be
+ * updated.
+ *
+ * TODO(sergey): We can add ad extra uniform input
+ * for the offset, which will be purely internal and
+ * which would avoid having such an exceptions.
+ */
+ if (input->attribtype != CD_MTFACE) {
+ continue;
+ }
+#else
+ continue;
+#endif
+ }
+ if (input->source == GPU_SOURCE_BUILTIN ||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
{
continue;
@@ -811,6 +960,14 @@ static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+#ifdef WITH_OPENSUBDIV
+ if (input->source == GPU_SOURCE_ATTRIB &&
+ input->attribtype == CD_MTFACE)
+ {
+ extract = 1;
+ }
+#endif
+
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
@@ -1432,11 +1589,11 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
- const GPUMatType type, const char *UNUSED(name))
+ const GPUMatType type, const char *UNUSED(name), const bool use_opensubdiv)
{
GPUShader *shader;
GPUPass *pass;
- char *vertexcode, *fragmentcode;
+ char *vertexcode, *geometrycode, *fragmentcode;
#if 0
if (!FUNCTION_LIB) {
@@ -1454,7 +1611,8 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
- shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL, 0, 0, 0);
+ geometrycode = code_generate_geometry(nodes, use_opensubdiv);
+ shader = GPU_shader_create(vertexcode, fragmentcode, geometrycode, glsl_material_library, NULL, 0, 0, 0);
/* failed? */
if (!shader) {
@@ -1474,6 +1632,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
pass->output = outlink->output;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
+ pass->geometrycode = geometrycode;
pass->vertexcode = vertexcode;
pass->libcode = glsl_material_library;
@@ -1490,8 +1649,9 @@ void GPU_pass_free(GPUPass *pass)
gpu_inputs_free(&pass->inputs);
if (pass->fragmentcode)
MEM_freeN(pass->fragmentcode);
+ if (pass->geometrycode)
+ MEM_freeN(pass->geometrycode);
if (pass->vertexcode)
MEM_freeN(pass->vertexcode);
MEM_freeN(pass);
}
-
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index c6ed2e3f837..5aa187014ba 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -161,6 +161,7 @@ struct GPUPass {
struct GPUOutput *output;
struct GPUShader *shader;
char *fragmentcode;
+ char *geometrycode;
char *vertexcode;
const char *libcode;
};
@@ -170,7 +171,7 @@ typedef struct GPUPass GPUPass;
GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
struct GPUVertexAttribs *attribs, int *builtin,
- const GPUMatType type, const char *name);
+ const GPUMatType type, const char *name, const bool use_opensubdiv);
struct GPUShader *GPU_pass_shader(GPUPass *pass);
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 04441fc1b20..af8b2a0f806 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -71,6 +71,7 @@
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
+#include "BKE_subsurf.h"
#include "BKE_DerivedMesh.h"
#include "GPU_buffers.h"
@@ -82,6 +83,13 @@
#include "smoke_API.h"
+#ifdef WITH_OPENSUBDIV
+# include "DNA_mesh_types.h"
+# include "BKE_editmesh.h"
+
+# include "gpu_codegen.h"
+#endif
+
extern Material defmaterial; /* from material.c */
/* Text Rendering */
@@ -1357,7 +1365,7 @@ void GPU_free_images_old(void)
{
Image *ima;
static int lasttime = 0;
- int ctime = PIL_check_seconds_timer_i();
+ int ctime = (int)PIL_check_seconds_timer();
/*
* Run garbage collector once for every collecting period of time
@@ -1433,6 +1441,7 @@ static struct GPUMaterialState {
int lastmatnr, lastretval;
GPUBlendMode lastalphablend;
+ bool is_opensubdiv;
} GMS = {NULL};
/* fixed function material, alpha handed by caller */
@@ -1519,6 +1528,27 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
const bool gamma = BKE_scene_check_color_management_enabled(scene);
const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
const bool use_matcap = (v3d->flag2 & V3D_SHOW_SOLID_MATCAP) != 0; /* assumes v3d->defmaterial->preview is set */
+ bool use_opensubdiv = false;
+
+#ifdef WITH_OPENSUBDIV
+ {
+ DerivedMesh *derivedFinal = NULL;
+ Mesh *me = ob->data;
+ BMEditMesh *em = me->edit_btmesh;
+
+ if (em != NULL) {
+ derivedFinal = em->derivedFinal;
+ }
+ else {
+ derivedFinal = ob->derivedFinal;
+ }
+
+ if (derivedFinal != NULL && derivedFinal->type == DM_TYPE_CCGDM) {
+ CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) derivedFinal;
+ use_opensubdiv = ccgdm->useGpuBackend;
+ }
+ }
+#endif
#ifdef WITH_GAMEENGINE
if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
@@ -1541,6 +1571,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GMS.gob = ob;
GMS.gscene = scene;
+ GMS.is_opensubdiv = use_opensubdiv;
GMS.totmat = use_matcap ? 1 : ob->totcol + 1; /* materials start from 1, default material is 0 */
GMS.glay = (v3d->localvd)? v3d->localvd->lay: v3d->lay; /* keep lamps visible in local view */
GMS.gscenelock = (v3d->scenelock != 0);
@@ -1572,7 +1603,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
/* viewport material, setup in space_view3d, defaults to matcap using ma->preview now */
if (use_matcap) {
GMS.gmatbuf[0] = v3d->defmaterial;
- GPU_material_matcap(scene, v3d->defmaterial);
+ GPU_material_matcap(scene, v3d->defmaterial, use_opensubdiv);
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
@@ -1590,7 +1621,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
if (glsl) {
GMS.gmatbuf[0] = &defmaterial;
- GPU_material_from_blender(GMS.gscene, &defmaterial);
+ GPU_material_from_blender(GMS.gscene, &defmaterial, GMS.is_opensubdiv);
}
GMS.alphablend[0] = GPU_BLEND_SOLID;
@@ -1604,7 +1635,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
if (ma == NULL) ma = &defmaterial;
/* create glsl material if requested */
- gpumat = glsl? GPU_material_from_blender(GMS.gscene, ma): NULL;
+ gpumat = glsl? GPU_material_from_blender(GMS.gscene, ma, GMS.is_opensubdiv): NULL;
if (gpumat) {
/* do glsl only if creating it succeed, else fallback */
@@ -1708,7 +1739,7 @@ int GPU_enable_material(int nr, void *attribs)
/* unbind glsl material */
if (GMS.gboundmat) {
if (GMS.is_alpha_pass) glDepthMask(0);
- GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
+ GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
GMS.gboundmat = NULL;
}
@@ -1735,7 +1766,7 @@ int GPU_enable_material(int nr, void *attribs)
float auto_bump_scale;
- gpumat = GPU_material_from_blender(GMS.gscene, mat);
+ gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
GPU_material_vertex_attributes(gpumat, gattribs);
if (GMS.dob)
@@ -1802,7 +1833,7 @@ void GPU_disable_material(void)
glDisable(GL_CULL_FACE);
if (GMS.is_alpha_pass) glDepthMask(0);
- GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
+ GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat, GMS.is_opensubdiv));
GMS.gboundmat = NULL;
}
@@ -2108,3 +2139,31 @@ void GPU_state_init(void)
gpu_multisample(false);
}
+#ifdef WITH_OPENSUBDIV
+/* Update face-varying variables offset which might be
+ * different from mesh to mesh sharing the same material.
+ */
+void GPU_draw_update_fvar_offset(DerivedMesh *dm)
+{
+ int i;
+
+ /* Sanity check to be sure we only do this for OpenSubdiv draw. */
+ BLI_assert(dm->type == DM_TYPE_CCGDM);
+ BLI_assert(GMS.is_opensubdiv);
+
+ for (i = 0; i < GMS.totmat; ++i) {
+ Material *material = GMS.gmatbuf[i];
+ GPUMaterial *gpu_material;
+
+ if (material == NULL) {
+ continue;
+ }
+
+ gpu_material = GPU_material_from_blender(GMS.gscene,
+ material,
+ GMS.is_opensubdiv);
+
+ GPU_material_update_fvar_offset(gpu_material, dm);
+ }
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index b757aff4bdb..c71b827f463 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -61,8 +61,9 @@
# include "BLI_winstuff.h"
#endif
-#define MAX_DEFINE_LENGTH 72
-#define MAX_EXT_DEFINE_LENGTH 280
+/* TODO(sergey): Find better default values for this constants. */
+#define MAX_DEFINE_LENGTH 1024
+#define MAX_EXT_DEFINE_LENGTH 1024
/* Extensions support */
@@ -1528,8 +1529,14 @@ static void shader_print_errors(const char *task, const char *log, const char **
fprintf(stderr, "%s\n", log);
}
-static const char *gpu_shader_version(void)
+static const char *gpu_shader_version(bool use_opensubdiv)
{
+#ifdef WITH_OPENSUBDIV
+ if (use_opensubdiv) {
+ return "#version 150";
+ }
+#endif
+
/* turn on glsl 1.30 for bicubic bump mapping and ATI clipping support */
if (GLEW_VERSION_3_0 &&
(GPU_bicubic_bump_support() || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)))
@@ -1543,9 +1550,15 @@ static const char *gpu_shader_version(void)
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
{
+#ifdef WITH_OPENSUBDIV
+ strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
+ "#extension GL_ARB_explicit_attrib_location : require\n");
+#else
/* need this extension for high quality bump mapping */
if (GPU_bicubic_bump_support())
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
+#endif
if (GPU_geometry_shader_support())
strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
@@ -1556,7 +1569,8 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
}
}
-static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
+static void gpu_shader_standard_defines(bool use_opensubdiv,
+ char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
@@ -1571,6 +1585,28 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
+
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): Check whether we actually compiling shader for
+ * the OpenSubdiv mesh.
+ */
+ if (use_opensubdiv) {
+ strcat(defines, "#define USE_OPENSUBDIV\n");
+
+ /* TODO(sergey): not strictly speaking a define, but this is
+ * a global typedef which we don't have better place to define
+ * in yet.
+ */
+ strcat(defines, "struct VertexData {\n"
+ " vec4 position;\n"
+ " vec3 normal;\n"
+ " vec2 uv;"
+ "};\n");
+ }
+#else
+ UNUSED_VARS(use_opensubdiv);
+#endif
+
return;
}
@@ -1640,6 +1676,15 @@ void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number)
{
+#ifdef WITH_OPENSUBDIF
+ /* TODO(sergey): used to add #version 150 to the geometry shader.
+ * Could safely be renamed to "use_geometry_code" since it's evry much
+ * liely any of geometry code will want to use GLSL 1.5.
+ */
+ bool use_opensubdiv = geocode != NULL;
+#else
+ bool use_opensubdiv = false;
+#endif
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
@@ -1671,7 +1716,7 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
return NULL;
}
- gpu_shader_standard_defines(standard_defines);
+ gpu_shader_standard_defines(use_opensubdiv, standard_defines);
gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
@@ -1679,7 +1724,7 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
/* custom limit, may be too small, beware */
int num_source = 0;
- source[num_source++] = gpu_shader_version();
+ source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
@@ -1702,13 +1747,25 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
}
if (fragcode) {
- const char *source[6];
+ const char *source[7];
int num_source = 0;
- source[num_source++] = gpu_shader_version();
+ source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): Move to fragment shader source code generation. */
+ if (use_opensubdiv) {
+ source[num_source++] =
+ "#ifdef USE_OPENSUBDIV\n"
+ "in block {\n"
+ " VertexData v;\n"
+ "} inpt;\n"
+ "#endif\n";
+ }
+#endif
+
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
@@ -1732,7 +1789,7 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
const char *source[6];
int num_source = 0;
- source[num_source++] = gpu_shader_version();
+ source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
@@ -1753,7 +1810,9 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
return NULL;
}
- GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
+ if (!use_opensubdiv) {
+ GPU_shader_geometry_stage_primitive_io(shader, input, output, number);
+ }
}
@@ -1762,6 +1821,18 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
glAttachObjectARB(shader->object, lib->lib);
#endif
+#ifdef WITH_OPENSUBDIV
+ if (use_opensubdiv) {
+ glBindAttribLocation(shader->object, 0, "position");
+ glBindAttribLocation(shader->object, 1, "normal");
+ GPU_shader_geometry_stage_primitive_io(shader,
+ GL_LINES_ADJACENCY_EXT,
+ GL_TRIANGLE_STRIP,
+ 4);
+
+ }
+#endif
+
glLinkProgramARB(shader->object);
glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
if (!status) {
@@ -1775,6 +1846,15 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
return NULL;
}
+#ifdef WITH_OPENSUBDIV
+ /* TODO(sergey): Find a better place for this. */
+ {
+ glProgramUniform1i(shader->object,
+ glGetUniformLocation(shader->object, "FVarDataBuffer"),
+ 31); /* GL_TEXTURE31 */
+ }
+#endif
+
return shader;
}
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 5db516daa26..5b647232934 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -119,6 +119,8 @@ struct GPUMaterial {
ListBase lamps;
bool bound;
+
+ bool is_opensubdiv;
};
struct GPULamp {
@@ -223,7 +225,8 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
outlink = material->outlink;
material->pass = GPU_generate_pass(&material->nodes, outlink,
- &material->attribs, &material->builtins, material->type, passname);
+ &material->attribs, &material->builtins, material->type,
+ passname, material->is_opensubdiv);
if (!material->pass)
return 0;
@@ -1673,21 +1676,27 @@ static GPUNodeLink *gpu_material_preview_matcap(GPUMaterial *mat, Material *ma)
}
/* new solid draw mode with glsl matcaps */
-GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma)
+GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv)
{
GPUMaterial *mat;
GPUNodeLink *outlink;
LinkData *link;
- for (link = ma->gpumaterial.first; link; link = link->next)
- if (((GPUMaterial*)link->data)->scene == scene)
- return link->data;
+ for (link = ma->gpumaterial.first; link; link = link->next) {
+ GPUMaterial *current_material = (GPUMaterial*)link->data;
+ if (current_material->scene == scene &&
+ current_material->is_opensubdiv == use_opensubdiv)
+ {
+ return current_material;
+ }
+ }
/* allocate material */
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
mat->type = GPU_MATERIAL_TYPE_MESH;
-
+ mat->is_opensubdiv = use_opensubdiv;
+
if (ma->preview && ma->preview->rect[0]) {
outlink = gpu_material_preview_matcap(mat, ma);
}
@@ -1749,20 +1758,26 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
}
-GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma)
+GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv)
{
GPUMaterial *mat;
GPUNodeLink *outlink;
LinkData *link;
- for (link = ma->gpumaterial.first; link; link = link->next)
- if (((GPUMaterial*)link->data)->scene == scene)
- return link->data;
+ for (link = ma->gpumaterial.first; link; link = link->next) {
+ GPUMaterial *current_material = (GPUMaterial*)link->data;
+ if (current_material->scene == scene &&
+ current_material->is_opensubdiv == use_opensubdiv)
+ {
+ return current_material;
+ }
+ }
/* allocate material */
mat = GPU_material_construct_begin(ma);
mat->scene = scene;
mat->type = GPU_MATERIAL_TYPE_MESH;
+ mat->is_opensubdiv = use_opensubdiv;
/* render pipeline option */
if (ma->mode & MA_TRANSP)
@@ -2250,7 +2265,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
if (!GPU_glsl_support())
return NULL;
- mat = GPU_material_from_blender(scene, ma);
+ /* TODO(sergey): How to detemine whether we need OSD or not here? */
+ mat = GPU_material_from_blender(scene, ma, false);
pass = (mat)? mat->pass: NULL;
if (pass && pass->fragmentcode && pass->vertexcode) {
@@ -2421,3 +2437,54 @@ void GPU_free_shader_export(GPUShaderExport *shader)
MEM_freeN(shader);
}
+#ifdef WITH_OPENSUBDIV
+void GPU_material_update_fvar_offset(GPUMaterial *gpu_material,
+ DerivedMesh *dm)
+{
+ GPUPass *pass = gpu_material->pass;
+ GPUShader *shader = (pass != NULL ? pass->shader : NULL);
+ ListBase *inputs = (pass != NULL ? &pass->inputs : NULL);
+ GPUInput *input;
+
+ if (shader == NULL) {
+ return;
+ }
+
+ GPU_shader_bind(shader);
+
+ for (input = inputs->first;
+ input != NULL;
+ input = input->next)
+ {
+ if (input->source == GPU_SOURCE_ATTRIB &&
+ input->attribtype == CD_MTFACE)
+ {
+ char name[64];
+ /* TODO(sergey): This will work for until names are
+ * consistent, we'll need to solve this somehow in the future.
+ */
+ int layer_index;
+ int location;
+
+ if (input->attribname[0] != '\0') {
+ layer_index = CustomData_get_named_layer(&dm->loopData,
+ CD_MLOOPUV,
+ input->attribname);
+ }
+ else {
+ layer_index = CustomData_get_active_layer(&dm->loopData,
+ CD_MLOOPUV);
+ }
+
+ BLI_snprintf(name, sizeof(name),
+ "fvar%d_offset",
+ input->attribid);
+ location = GPU_shader_get_uniform(shader, name);
+ /* Multiply by 2 because we're offseting U and V variables. */
+ GPU_shader_uniform_int(shader, location, layer_index * 2);
+ }
+ }
+
+ GPU_shader_unbind();
+}
+#endif
diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_simple_shader.c
index b439a37f3c3..89d3c0f59df 100644
--- a/source/blender/gpu/intern/gpu_simple_shader.c
+++ b/source/blender/gpu/intern/gpu_simple_shader.c
@@ -152,7 +152,8 @@ static GPUShader *gpu_simple_shader(int options)
datatoc_gpu_shader_simple_vert_glsl,
datatoc_gpu_shader_simple_frag_glsl,
NULL,
- NULL, defines, 0, 0, 0);
+ NULL,
+ defines, 0, 0, 0);
if (shader) {
/* set texture map to first texture unit */
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index ee413c1e4de..12f55a955e3 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2593,6 +2593,7 @@ void material_preview_matcap(vec4 color, sampler2D ima, vec4 N, vec4 mask, out v
vec3 normal;
vec2 tex;
+#ifndef USE_OPENSUBDIV
/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
* between shader stages and we want the full range of the normal */
normal = vec3(2.0, 2.0, 2.0) * vec3(N.x, N.y, N.z) - vec3(1.0, 1.0, 1.0);
@@ -2600,6 +2601,10 @@ void material_preview_matcap(vec4 color, sampler2D ima, vec4 N, vec4 mask, out v
normal.z = 0.0;
}
normal = normalize(normal);
+#else
+ normal = inpt.v.normal;
+ mask = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
tex.x = 0.5 + 0.49 * normal.x;
tex.y = 0.5 + 0.49 * normal.y;
diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl
index b5d8dcc0f35..7e332706695 100644
--- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl
@@ -1,3 +1,11 @@
+#ifdef USE_OPENSUBDIV
+in vec3 normal;
+in vec4 position;
+
+out block {
+ VertexData v;
+} outpt;
+#endif
varying vec3 varposition;
varying vec3 varnormal;
@@ -8,10 +16,15 @@ varying float gl_ClipDistance[6];
void main()
{
- vec4 co = gl_ModelViewMatrix * gl_Vertex;
+#ifndef USE_OPENSUBDIV
+ vec4 position = gl_Vertex;
+ vec3 normal = gl_Normal;
+#endif
+
+ vec4 co = gl_ModelViewMatrix * position;
varposition = co.xyz;
- varnormal = normalize(gl_NormalMatrix * gl_Normal);
+ varnormal = normalize(gl_NormalMatrix * normal);
gl_Position = gl_ProjectionMatrix * co;
#ifdef CLIP_WORKAROUND
@@ -24,3 +37,7 @@ void main()
gl_ClipVertex = co;
#endif
+#ifdef USE_OPENSUBDIV
+ outpt.v.position = co;
+ outpt.v.normal = varnormal;
+#endif