From 6bd248cd65405854abafe9fb2201f3785d5259af Mon Sep 17 00:00:00 2001 From: Sebastian Ullrich <> Date: Sat, 21 May 2016 16:13:09 +0200 Subject: Python API: add material to uniforms from gpu.export_shader. Reviewed By: brecht Differential Revision: https://developer.blender.org/D1457 --- source/blender/gpu/intern/gpu_material.c | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-) (limited to 'source/blender/gpu/intern') diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 587e6340450..aaa52b2c3f6 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -1615,22 +1615,22 @@ void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi) shi->gpumat = mat; shi->mat = ma; - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, NULL), &shi->rgb); - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, NULL), &shi->specrgb); - GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->mirr, GPU_DYNAMIC_MAT_MIR, NULL), &shi->mir); + GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->r, GPU_DYNAMIC_MAT_DIFFRGB, ma), &shi->rgb); + GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->specr, GPU_DYNAMIC_MAT_SPECRGB, ma), &shi->specrgb); + GPU_link(mat, "set_rgb", GPU_dynamic_uniform(&ma->mirr, GPU_DYNAMIC_MAT_MIR, ma), &shi->mir); GPU_link(mat, "set_rgba_zero", &shi->refcol); GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn); if (mat->alpha) - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, NULL), &shi->alpha); + GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->alpha, GPU_DYNAMIC_MAT_ALPHA, ma), &shi->alpha); else GPU_link(mat, "set_value", GPU_uniform(&one), &shi->alpha); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, NULL), &shi->refl); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, NULL), &shi->spec); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, NULL), &shi->emit); - GPU_link(mat, "set_value", GPU_dynamic_uniform((float *)&ma->har, GPU_DYNAMIC_MAT_HARD, NULL), &shi->har); - GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, NULL), &shi->amb); + GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->ref, GPU_DYNAMIC_MAT_REF, ma), &shi->refl); + GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->spec, GPU_DYNAMIC_MAT_SPEC, ma), &shi->spec); + GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->emit, GPU_DYNAMIC_MAT_EMIT, ma), &shi->emit); + GPU_link(mat, "set_value", GPU_dynamic_uniform((float *)&ma->har, GPU_DYNAMIC_MAT_HARD, ma), &shi->har); + GPU_link(mat, "set_value", GPU_dynamic_uniform(&ma->amb, GPU_DYNAMIC_MAT_AMB, ma), &shi->amb); GPU_link(mat, "set_value", GPU_uniform(&ma->spectra), &shi->spectra); GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view); GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol); @@ -2710,6 +2710,9 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_LAMP) uniform->lamp = input->dynamicdata; + + if (GPU_DYNAMIC_GROUP_FROM_TYPE(uniform->type) == GPU_DYNAMIC_GROUP_MAT) + uniform->material = input->dynamicdata; } if (uniform->type != GPU_DYNAMIC_NONE) -- cgit v1.2.3