/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2006 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include "GL/glew.h" #include "MEM_guardedalloc.h" #include "DNA_image_types.h" #include "DNA_lamp_types.h" #include "DNA_listBase.h" #include "DNA_material_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "BKE_anim.h" #include "BKE_colortools.h" #include "BKE_DerivedMesh.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_scene.h" #include "BKE_texture.h" #include "BKE_utildefines.h" #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "GPU_extensions.h" #include "GPU_material.h" #include "gpu_codegen.h" #include /* Structs */ typedef enum DynMatProperty { DYN_LAMP_CO = 1, DYN_LAMP_VEC = 2, DYN_LAMP_IMAT = 4, DYN_LAMP_PERSMAT = 8, } DynMatProperty; struct GPUMaterial { Scene *scene; Material *ma; /* for creating the material */ ListBase nodes; GPUNodeLink *outlink; /* for binding the material */ GPUPass *pass; GPUVertexAttribs attribs; int bound; int builtins; int alpha, obcolalpha; int dynproperty; /* for passing uniforms */ int viewmatloc, invviewmatloc; int obmatloc, invobmatloc; int obcolloc; ListBase lamps; }; struct GPULamp { Scene *scene; Object *ob; Object *par; Lamp *la; int type, mode, lay; float dynenergy, dyncol[3]; float energy, col[3]; float co[3], vec[3]; float dynco[3], dynvec[3]; float obmat[4][4]; float imat[4][4]; float dynimat[4][4]; float spotsi, spotbl, k; float dist, att1, att2; float bias, d, clipend; int size; int falloff_type; struct CurveMapping *curfalloff; float winmat[4][4]; float viewmat[4][4]; float persmat[4][4]; float dynpersmat[4][4]; GPUFrameBuffer *fb; GPUTexture *tex; ListBase materials; }; /* Functions */ static GPUMaterial *GPU_material_construct_begin(Material *ma) { GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial"); material->ma= ma; return material; } static void gpu_material_set_attrib_id(GPUMaterial *material) { GPUVertexAttribs *attribs; GPUShader *shader; GPUPass *pass; char name[32]; int a, b; attribs= &material->attribs; pass= material->pass; if(!pass) { attribs->totlayer = 0; return; } shader= GPU_pass_shader(pass); if(!shader) { attribs->totlayer = 0; return; } /* convert from attribute number to the actual id assigned by opengl, * in case the attrib does not get a valid index back, it was probably * removed by the glsl compiler by dead code elimination */ for(a=0, b=0; atotlayer; a++) { sprintf(name, "att%d", attribs->layer[a].glindex); attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name); if(attribs->layer[a].glindex >= 0) { attribs->layer[b] = attribs->layer[a]; b++; } } attribs->totlayer = b; } static int GPU_material_construct_end(GPUMaterial *material) { if (material->outlink) { GPUNodeLink *outlink; GPUShader *shader; outlink = material->outlink; material->pass = GPU_generate_pass(&material->nodes, outlink, &material->attribs, &material->builtins, material->ma->id.name); if(!material->pass) return 0; gpu_material_set_attrib_id(material); shader = GPU_pass_shader(material->pass); if(material->builtins & GPU_VIEW_MATRIX) material->viewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_VIEW_MATRIX)); if(material->builtins & GPU_INVERSE_VIEW_MATRIX) material->invviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_VIEW_MATRIX)); if(material->builtins & GPU_OBJECT_MATRIX) material->obmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_MATRIX)); if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX)); if(material->builtins & GPU_OBCOLOR) material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR)); return 1; } return 0; } void GPU_material_free(Material *ma) { LinkData *link; LinkData *nlink, *mlink, *next; for(link=ma->gpumaterial.first; link; link=link->next) { GPUMaterial *material = link->data; if(material->pass) GPU_pass_free(material->pass); for(nlink=material->lamps.first; nlink; nlink=nlink->next) { GPULamp *lamp = nlink->data; for(mlink=lamp->materials.first; mlink; mlink=next) { next = mlink->next; if(mlink->data == ma) BLI_freelinkN(&lamp->materials, mlink); } } BLI_freelistN(&material->lamps); MEM_freeN(material); } BLI_freelistN(&ma->gpumaterial); } void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap) { if(material->pass) { LinkData *nlink; GPULamp *lamp; /* handle layer lamps */ for(nlink=material->lamps.first; nlink; nlink=nlink->next) { lamp= nlink->data; if((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) { lamp->dynenergy = lamp->energy; VECCOPY(lamp->dyncol, lamp->col); } else { lamp->dynenergy = 0.0f; lamp->dyncol[0]= lamp->dyncol[1]= lamp->dyncol[2] = 0.0f; } } GPU_pass_bind(material->pass, time, mipmap); material->bound = 1; } } void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4]) { if(material->pass) { GPUShader *shader = GPU_pass_shader(material->pass); LinkData *nlink; GPULamp *lamp; float invmat[4][4], col[4]; /* handle builtins */ if(material->builtins & GPU_VIEW_MATRIX) { GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat); } if(material->builtins & GPU_INVERSE_VIEW_MATRIX) { GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv); } if(material->builtins & GPU_OBJECT_MATRIX) { GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat); } if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) { Mat4Invert(invmat, obmat); GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat); } if(material->builtins & GPU_OBCOLOR) { QUATCOPY(col, obcol); CLAMP(col[3], 0.0f, 1.0f); GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col); } /* update lamps */ for(nlink=material->lamps.first; nlink; nlink=nlink->next) { lamp= nlink->data; if(material->dynproperty & DYN_LAMP_VEC) { VECCOPY(lamp->dynvec, lamp->vec); Normalize(lamp->dynvec); VecNegf(lamp->dynvec); Mat4Mul3Vecfl(viewmat, lamp->dynvec); } if(material->dynproperty & DYN_LAMP_CO) { VECCOPY(lamp->dynco, lamp->co); Mat4MulVecfl(viewmat, lamp->dynco); } if(material->dynproperty & DYN_LAMP_IMAT) Mat4MulMat4(lamp->dynimat, viewinv, lamp->imat); if(material->dynproperty & DYN_LAMP_PERSMAT) Mat4MulMat4(lamp->dynpersmat, viewinv, lamp->persmat); } GPU_pass_update_uniforms(material->pass); } } void GPU_material_unbind(GPUMaterial *material) { if (material->pass) { material->bound = 0; GPU_pass_unbind(material->pass); } } int GPU_material_bound(GPUMaterial *material) { return material->bound; } void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs) { *attribs = material->attribs; } void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link) { if(!material->outlink) material->outlink= link; } void GPU_material_enable_alpha(GPUMaterial *material) { material->alpha= 1; } GPUBlendMode GPU_material_blend_mode(GPUMaterial *material, float obcol[3]) { if(material->alpha || (material->obcolalpha && obcol[3] < 1.0f)) return GPU_BLEND_ALPHA; else return GPU_BLEND_SOLID; } void gpu_material_add_node(GPUMaterial *material, GPUNode *node) { BLI_addtail(&material->nodes, node); } /* Code generation */ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist) { GPUNodeLink *visifac, *inpr; /* from get_lamp_visibility */ if(lamp->type==LA_SUN || lamp->type==LA_HEMI) { mat->dynproperty |= DYN_LAMP_VEC; GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec), lv, dist, &visifac); return visifac; } else { mat->dynproperty |= DYN_LAMP_CO; GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), lv, dist, &visifac); if(lamp->type==LA_AREA) return visifac; switch(lamp->falloff_type) { case LA_FALLOFF_CONSTANT: break; case LA_FALLOFF_INVLINEAR: GPU_link(mat, "lamp_falloff_invlinear", GPU_uniform(&lamp->dist), *dist, &visifac); break; case LA_FALLOFF_INVSQUARE: GPU_link(mat, "lamp_falloff_invsquare", GPU_uniform(&lamp->dist), *dist, &visifac); break; case LA_FALLOFF_SLIDERS: GPU_link(mat, "lamp_falloff_sliders", GPU_uniform(&lamp->dist), GPU_uniform(&lamp->att1), GPU_uniform(&lamp->att2), *dist, &visifac); break; case LA_FALLOFF_CURVE: { float *array; int size; curvemapping_table_RGBA(lamp->curfalloff, &array, &size); GPU_link(mat, "lamp_falloff_curve", GPU_uniform(&lamp->dist), GPU_texture(size, array), *dist, &visifac); } break; } if(lamp->mode & LA_SPHERE) GPU_link(mat, "lamp_visibility_sphere", GPU_uniform(&lamp->dist), *dist, visifac, &visifac); if(lamp->type == LA_SPOT) { if(lamp->mode & LA_SQUARE) { mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_IMAT; GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec), GPU_dynamic_uniform((float*)lamp->dynimat), *lv, &inpr); } else { mat->dynproperty |= DYN_LAMP_VEC; GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec), *lv, &inpr); } GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac); } GPU_link(mat, "lamp_visibility_clamp", visifac, &visifac); return visifac; } } #if 0 static void area_lamp_vectors(LampRen *lar) { float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac; /* make it smaller, so area light can be multisampled */ multifac= 1.0f/sqrt((float)lar->ray_totsamp); xsize *= multifac; ysize *= multifac; /* corner vectors */ lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0]; lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1]; lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2]; /* corner vectors */ lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0]; lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1]; lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2]; /* corner vectors */ lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0]; lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1]; lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2]; /* corner vectors */ lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0]; lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1]; lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2]; /* only for correction button size, matrix size works on energy */ lar->areasize= lar->dist*lar->dist/(4.0*xsize*ysize); } #endif static void ramp_blend(GPUMaterial *mat, GPUNodeLink *fac, GPUNodeLink *col1, GPUNodeLink *col2, int type, GPUNodeLink **outcol) { static char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub", "mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light", "mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat", "mix_val", "mix_color"}; GPU_link(mat, names[type], fac, col1, col2, outcol); } static void do_colorband_blend(GPUMaterial *mat, ColorBand *coba, GPUNodeLink *fac, float rampfac, int type, GPUNodeLink *incol, GPUNodeLink **outcol) { GPUNodeLink *tmp, *alpha, *col; float *array; int size; /* do colorband */ colorband_table_RGBA(coba, &array, &size); GPU_link(mat, "valtorgb", fac, GPU_texture(size, array), &col, &tmp); /* use alpha in fac */ GPU_link(mat, "mtex_alpha_from_col", col, &alpha); GPU_link(mat, "math_multiply", alpha, GPU_uniform(&rampfac), &fac); /* blending method */ ramp_blend(mat, fac, incol, col, type, outcol); } static void ramp_diffuse_result(GPUShadeInput *shi, GPUNodeLink **diff) { Material *ma= shi->mat; GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac; if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) { if(ma->ramp_col) { if(ma->rampin_col==MA_RAMP_IN_RESULT) { GPU_link(mat, "ramp_rgbtobw", *diff, &fac); /* colorband + blend */ do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, *diff, diff); } } } } static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *rgb, GPUNodeLink **diff) { GPUNodeLink *fac, *tmp, *addcol; if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && ma->ramp_col && (ma->mode & MA_RAMP_COL)) { /* MA_RAMP_IN_RESULT is exceptional */ if(ma->rampin_col==MA_RAMP_IN_RESULT) { addcol = shi->rgb; } else { /* input */ switch(ma->rampin_col) { case MA_RAMP_IN_ENERGY: GPU_link(mat, "ramp_rgbtobw", rgb, &fac); break; case MA_RAMP_IN_SHADER: fac= is; break; case MA_RAMP_IN_NOR: GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac); break; default: GPU_link(mat, "set_value_zero", &fac); break; } /* colorband + blend */ do_colorband_blend(mat, ma->ramp_col, fac, ma->rampfac_col, ma->rampblend_col, shi->rgb, &addcol); } } else addcol = shi->rgb; /* output to */ GPU_link(mat, "shade_madd", *diff, rgb, addcol, diff); } static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec) { Material *ma= shi->mat; GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac; if(!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) && ma->ramp_spec && ma->rampin_spec==MA_RAMP_IN_RESULT) { GPU_link(mat, "ramp_rgbtobw", *spec, &fac); /* colorband + blend */ do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec); } } static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t, GPUNodeLink **spec) { Material *ma= shi->mat; GPUMaterial *mat= shi->gpumat; GPUNodeLink *fac, *tmp; *spec = shi->specrgb; /* MA_RAMP_IN_RESULT is exception */ if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) { /* input */ switch(ma->rampin_spec) { case MA_RAMP_IN_ENERGY: fac = t; break; case MA_RAMP_IN_SHADER: fac = is; break; case MA_RAMP_IN_NOR: GPU_link(mat, "vec_math_dot", shi->view, shi->vn, &tmp, &fac); break; default: GPU_link(mat, "set_value_zero", &fac); break; } /* colorband + blend */ do_colorband_blend(mat, ma->ramp_spec, fac, ma->rampfac_spec, ma->rampblend_spec, *spec, spec); } } void add_user_list(ListBase *list, void *data) { LinkData *link = MEM_callocN(sizeof(LinkData), "GPULinkData"); link->data = data; BLI_addtail(list, link); } static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp) { Material *ma= shi->mat; GPUMaterial *mat= shi->gpumat; GPUNodeLink *lv, *dist, *visifac, *is, *inp, *i, *vn, *view; GPUNodeLink *outcol, *specfac, *t, *shadfac; float one = 1.0f; if((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW)) return; vn= shi->vn; view= shi->view; visifac= lamp_get_visibility(mat, lamp, &lv, &dist); /*if(ma->mode & MA_TANGENT_V) GPU_link(mat, "shade_tangent_v", lv, GPU_attribute(CD_TANGENT, ""), &vn);*/ GPU_link(mat, "shade_inp", vn, lv, &inp); if(lamp->mode & LA_NO_DIFF) { GPU_link(mat, "shade_is_no_diffuse", &is); } else if(lamp->type == LA_HEMI) { GPU_link(mat, "shade_is_hemi", inp, &is); } else { if(lamp->type == LA_AREA) { float area[4][4], areasize; memset(&area, 0, sizeof(area)); memset(&areasize, 0, sizeof(areasize)); mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_CO; GPU_link(mat, "shade_inp_area", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), GPU_dynamic_uniform(lamp->dynvec), vn, GPU_uniform((float*)area), GPU_uniform(&areasize), GPU_uniform(&lamp->k), &inp); } is= inp; /* Lambert */ if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) { if(ma->diff_shader==MA_DIFF_ORENNAYAR) GPU_link(mat, "shade_diffuse_oren_nayer", inp, vn, lv, view, GPU_uniform(&ma->roughness), &is); else if(ma->diff_shader==MA_DIFF_TOON) GPU_link(mat, "shade_diffuse_toon", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is); else if(ma->diff_shader==MA_DIFF_MINNAERT) GPU_link(mat, "shade_diffuse_minnaert", inp, vn, view, GPU_uniform(&ma->darkness), &is); else if(ma->diff_shader==MA_DIFF_FRESNEL) GPU_link(mat, "shade_diffuse_fresnel", vn, lv, view, GPU_uniform(&ma->param[0]), GPU_uniform(&ma->param[1]), &is); } } if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS)) if(ma->shade_flag & MA_CUBIC) GPU_link(mat, "shade_cubic", is, &is); i = is; GPU_link(mat, "shade_visifac", i, visifac, shi->refl, &i); vn = shi->vn; /*if(ma->mode & MA_TANGENT_VN) GPU_link(mat, "shade_tangent_v_spec", GPU_attribute(CD_TANGENT, ""), &vn);*/ /* this replaces if(i > 0.0) conditional until that is supported */ // done in shade_visifac now, GPU_link(mat, "mtex_value_clamp_positive", i, &i); if((ma->mode & MA_SHADOW) && GPU_lamp_has_shadow_buffer(lamp)) { if(!(mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS)) { mat->dynproperty |= DYN_LAMP_PERSMAT; GPU_link(mat, "test_shadowbuf", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_texture(lamp->tex), GPU_dynamic_uniform((float*)lamp->dynpersmat), GPU_uniform(&lamp->bias), inp, &shadfac); if(lamp->mode & LA_ONLYSHADOW) { GPU_link(mat, "shade_only_shadow", i, shadfac, GPU_dynamic_uniform(&lamp->dynenergy), &shadfac); if(!(lamp->mode & LA_NO_DIFF)) GPU_link(mat, "shade_only_shadow_diffuse", shadfac, shi->rgb, shr->diff, &shr->diff); if(!(lamp->mode & LA_NO_SPEC)) GPU_link(mat, "shade_only_shadow_specular", shadfac, shi->specrgb, shr->spec, &shr->spec); add_user_list(&mat->lamps, lamp); add_user_list(&lamp->materials, shi->gpumat->ma); return; } GPU_link(mat, "math_multiply", i, shadfac, &i); } } else if((mat->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) { add_user_list(&mat->lamps, lamp); add_user_list(&lamp->materials, shi->gpumat->ma); return; } else GPU_link(mat, "set_value", GPU_uniform(&one), &shadfac); if(GPU_link_changed(shi->refl) || ma->ref != 0.0f) { if(!(lamp->mode & LA_NO_DIFF)) { GPUNodeLink *rgb; GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol), &rgb); add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff); } } if(mat->scene->gm.flag & GAME_GLSL_NO_SHADERS); else if(!(lamp->mode & LA_NO_SPEC) && !(lamp->mode & LA_ONLYSHADOW) && (GPU_link_changed(shi->spec) || ma->spec != 0.0f)) { if(lamp->type == LA_HEMI) { GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t); GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol); GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec); } else { if(ma->spec_shader==MA_SPEC_PHONG) GPU_link(mat, "shade_phong_spec", vn, lv, view, shi->har, &specfac); else if(ma->spec_shader==MA_SPEC_COOKTORR) GPU_link(mat, "shade_cooktorr_spec", vn, lv, view, shi->har, &specfac); else if(ma->spec_shader==MA_SPEC_BLINN) GPU_link(mat, "shade_blinn_spec", vn, lv, view, GPU_uniform(&ma->refrac), shi->har, &specfac); else if(ma->spec_shader==MA_SPEC_WARDISO) GPU_link(mat, "shade_wardiso_spec", vn, lv, view, GPU_uniform(&ma->rms), &specfac); else GPU_link(mat, "shade_toon_spec", vn, lv, view, GPU_uniform(&ma->param[2]), GPU_uniform(&ma->param[3]), &specfac); if(lamp->type==LA_AREA) GPU_link(mat, "shade_spec_area_inp", specfac, inp, &specfac); GPU_link(mat, "shade_spec_t", shadfac, shi->spec, visifac, specfac, &t); if(ma->mode & MA_RAMP_SPEC) { GPUNodeLink *spec; do_specular_ramp(shi, specfac, t, &spec); GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), spec, &outcol); GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec); } else { GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol); GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec); } } } add_user_list(&mat->lamps, lamp); add_user_list(&lamp->materials, shi->gpumat->ma); } static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) { Base *base; Object *ob; Scene *sce; GPULamp *lamp; for(SETLOOPER(shi->gpumat->scene, base)) { ob= base->object; if(ob->type==OB_LAMP) { lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL); if(lamp) shade_one_light(shi, shr, lamp); } if (ob->transflag & OB_DUPLI) { DupliObject *dob; ListBase *lb = object_duplilist(shi->gpumat->scene, ob); for(dob=lb->first; dob; dob=dob->next) { Object *ob = dob->ob; if(ob->type==OB_LAMP) { Mat4CpyMat4(ob->obmat, dob->mat); lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, base->object); if(lamp) shade_one_light(shi, shr, lamp); } } free_object_duplilist(lb); } } } static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in) { switch(blendtype) { case MTEX_BLEND: GPU_link(mat, "mtex_rgb_blend", out, tex, fact, facg, in); break; case MTEX_MUL: GPU_link(mat, "mtex_rgb_mul", out, tex, fact, facg, in); break; case MTEX_SCREEN: GPU_link(mat, "mtex_rgb_screen", out, tex, fact, facg, in); break; case MTEX_OVERLAY: GPU_link(mat, "mtex_rgb_overlay", out, tex, fact, facg, in); break; case MTEX_SUB: GPU_link(mat, "mtex_rgb_sub", out, tex, fact, facg, in); break; case MTEX_ADD: GPU_link(mat, "mtex_rgb_add", out, tex, fact, facg, in); break; case MTEX_DIV: GPU_link(mat, "mtex_rgb_div", out, tex, fact, facg, in); break; case MTEX_DIFF: GPU_link(mat, "mtex_rgb_diff", out, tex, fact, facg, in); break; case MTEX_DARK: GPU_link(mat, "mtex_rgb_dark", out, tex, fact, facg, in); break; case MTEX_LIGHT: GPU_link(mat, "mtex_rgb_light", out, tex, fact, facg, in); break; case MTEX_BLEND_HUE: GPU_link(mat, "mtex_rgb_hue", out, tex, fact, facg, in); break; case MTEX_BLEND_SAT: GPU_link(mat, "mtex_rgb_sat", out, tex, fact, facg, in); break; case MTEX_BLEND_VAL: GPU_link(mat, "mtex_rgb_val", out, tex, fact, facg, in); break; case MTEX_BLEND_COLOR: GPU_link(mat, "mtex_rgb_color", out, tex, fact, facg, in); break; default: GPU_link(mat, "set_rgb_zero", &in); break; } } static void texture_value_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, int flip, GPUNodeLink **in) { float flipf = (flip)? 1.0f: 0.0; switch(blendtype) { case MTEX_BLEND: GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_MUL: GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_SCREEN: GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_SUB: GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_ADD: GPU_link(mat, "mtex_value_add", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_DIV: GPU_link(mat, "mtex_value_div", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_DIFF: GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_DARK: GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, GPU_uniform(&flipf), in); break; case MTEX_LIGHT: GPU_link(mat, "mtex_value_light", out, tex, fact, facg, GPU_uniform(&flipf), in); break; default: GPU_link(mat, "set_value_zero", &in); break; } } static void do_material_tex(GPUShadeInput *shi) { Material *ma= shi->mat; GPUMaterial *mat= shi->gpumat; MTex *mtex; Tex *tex; GPUNodeLink *texco, *tin, *trgb, *tnor, *tcol, *stencil, *tnorfac; GPUNodeLink *texco_norm, *texco_orco, *texco_object, *texco_tangent; GPUNodeLink *texco_global, *texco_uv = NULL; GPUNodeLink *colfac, *newnor, *varfac, *orn; char *lastuvname = NULL; float one = 1.0f, norfac, ofs[3]; int tex_nr, rgbnor, talpha; GPU_link(mat, "set_value", GPU_uniform(&one), &stencil); GPU_link(mat, "texco_norm", GPU_builtin(GPU_VIEW_NORMAL), &texco_norm); GPU_link(mat, "texco_orco", GPU_attribute(CD_ORCO, ""), &texco_orco); GPU_link(mat, "texco_object", GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), GPU_builtin(GPU_VIEW_POSITION), &texco_object); GPU_link(mat, "texco_tangent", GPU_attribute(CD_TANGENT, ""), &texco_tangent); GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_VIEW_POSITION), &texco_global); orn= texco_norm; /* go over texture slots */ for(tex_nr=0; tex_nrseptex & (1<mtex[tex_nr]) { mtex= ma->mtex[tex_nr]; tex= mtex->tex; if(tex==0) continue; /* which coords */ if(mtex->texco==TEXCO_ORCO) texco= texco_orco; else if(mtex->texco==TEXCO_OBJECT) texco= texco_object; else if(mtex->texco==TEXCO_NORM) texco= orn; else if(mtex->texco==TEXCO_TANGENT) texco= texco_object; else if(mtex->texco==TEXCO_GLOB) texco= texco_global; else if(mtex->texco==TEXCO_REFL) texco= shi->ref; else if(mtex->texco==TEXCO_UV) { if(1) { //!(texco_uv && strcmp(mtex->uvname, lastuvname) == 0)) { GPU_link(mat, "texco_uv", GPU_attribute(CD_MTFACE, mtex->uvname), &texco_uv); lastuvname = mtex->uvname; } texco= texco_uv; } else continue; /* in case of uv, this would just undo a multiplication in texco_uv */ if(mtex->texco != TEXCO_UV) GPU_link(mat, "mtex_2d_mapping", texco, &texco); if(mtex->size[0] != 1.0f || mtex->size[1] != 1.0f || mtex->size[2] != 1.0f) GPU_link(mat, "mtex_mapping_size", texco, GPU_uniform(mtex->size), &texco); ofs[0] = mtex->ofs[0] + 0.5f - 0.5f*mtex->size[0]; ofs[1] = mtex->ofs[1] + 0.5f - 0.5f*mtex->size[1]; ofs[2] = 0.0f; if(ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f) GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco); talpha = 0; rgbnor = 0; if(tex && tex->type == TEX_IMAGE && tex->ima) { GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, NULL), &tin, &trgb, &tnor); rgbnor= TEX_RGB; if(tex->imaflag & TEX_USEALPHA) talpha= 1; } else continue; /* texture output */ if((rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) { GPU_link(mat, "mtex_rgbtoint", trgb, &tin); rgbnor -= TEX_RGB; } if(mtex->texflag & MTEX_NEGATIVE) { if(rgbnor & TEX_RGB) GPU_link(mat, "mtex_rgb_invert", trgb, &trgb); else GPU_link(mat, "mtex_value_invert", tin, &tin); } if(mtex->texflag & MTEX_STENCIL) { if(rgbnor & TEX_RGB) GPU_link(mat, "mtex_rgb_stencil", stencil, trgb, &stencil, &trgb); else GPU_link(mat, "mtex_value_stencil", stencil, tin, &stencil, &tin); } /* mapping */ if(mtex->mapto & (MAP_COL+MAP_COLSPEC)) { /* stencil maps on the texture control slider, not texture intensity value */ if(mtex->colfac == 1.0f) colfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac); if((rgbnor & TEX_RGB)==0) { GPU_link(mat, "set_rgb", GPU_uniform(&mtex->r), &tcol); } else { GPU_link(mat, "set_rgba", trgb, &tcol); if(mtex->mapto & MAP_ALPHA) GPU_link(mat, "set_value", stencil, &tin); else if(talpha) GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); else GPU_link(mat, "set_value_one", &tin); } if(mtex->mapto & MAP_COL) texture_rgb_blend(mat, tcol, shi->rgb, tin, colfac, mtex->blendtype, &shi->rgb); if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_COLSPEC)) texture_rgb_blend(mat, tcol, shi->specrgb, tin, colfac, mtex->blendtype, &shi->specrgb); } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { if(mtex->maptoneg & MAP_NORM) tex->norfac= -mtex->norfac; else tex->norfac= mtex->norfac; if((tex->type==TEX_IMAGE) && (tex->imaflag & TEX_NORMALMAP)) { tex->norfac = mtex->norfac; if(mtex->maptoneg & MAP_NORM) GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor); if(mtex->normapspace == MTEX_NSPACE_TANGENT) GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor); else newnor = tnor; norfac = MIN2(mtex->norfac, 1.0); if(norfac == 1.0f && !GPU_link_changed(stencil)) { shi->vn = newnor; } else { tnorfac = GPU_uniform(&norfac); if(GPU_link_changed(stencil)) GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac); GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn); } } GPU_link(mat, "vec_math_negate", shi->vn, &orn); GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); } if((mtex->mapto & MAP_VARS)) { if(mtex->varfac == 1.0f) varfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->varfac), stencil, &varfac); if(rgbnor & TEX_RGB) { if(talpha) GPU_link(mat, "mtex_alpha_from_col", trgb, &tin); else GPU_link(mat, "mtex_rgbtoint", trgb, &tin); } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_REF) { int flip= mtex->maptoneg & MAP_REF; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, varfac, mtex->blendtype, flip, &shi->refl); GPU_link(mat, "mtex_value_clamp_positive", shi->refl, &shi->refl); } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_SPEC) { int flip= mtex->maptoneg & MAP_SPEC; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, varfac, mtex->blendtype, flip, &shi->spec); GPU_link(mat, "mtex_value_clamp_positive", shi->spec, &shi->spec); } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_EMIT) { int flip= mtex->maptoneg & MAP_EMIT; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, varfac, mtex->blendtype, flip, &shi->emit); GPU_link(mat, "mtex_value_clamp_positive", shi->emit, &shi->emit); } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_HAR) { int flip= mtex->maptoneg & MAP_HAR; GPU_link(mat, "mtex_har_divide", shi->har, &shi->har); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, varfac, mtex->blendtype, flip, &shi->har); GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har); } if(mtex->mapto & MAP_ALPHA) { int flip= mtex->maptoneg & MAP_ALPHA; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, varfac, mtex->blendtype, flip, &shi->alpha); GPU_link(mat, "mtex_value_clamp", shi->alpha, &shi->alpha); } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && mtex->mapto & MAP_AMB) { int flip= mtex->maptoneg & MAP_AMB; texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, varfac, mtex->blendtype, flip, &shi->amb); GPU_link(mat, "mtex_value_clamp", shi->amb, &shi->amb); } } } } } void GPU_shadeinput_set(GPUMaterial *mat, Material *ma, GPUShadeInput *shi) { float hard = ma->har; memset(shi, 0, sizeof(*shi)); shi->gpumat = mat; shi->mat = ma; GPU_link(mat, "set_rgb", GPU_uniform(&ma->r), &shi->rgb); GPU_link(mat, "set_rgb", GPU_uniform(&ma->specr), &shi->specrgb); GPU_link(mat, "shade_norm", GPU_builtin(GPU_VIEW_NORMAL), &shi->vn); GPU_link(mat, "set_value", GPU_uniform(&ma->alpha), &shi->alpha); GPU_link(mat, "set_value", GPU_uniform(&ma->ref), &shi->refl); GPU_link(mat, "set_value", GPU_uniform(&ma->spec), &shi->spec); GPU_link(mat, "set_value", GPU_uniform(&ma->emit), &shi->emit); GPU_link(mat, "set_value", GPU_uniform(&hard), &shi->har); GPU_link(mat, "set_value", GPU_uniform(&ma->amb), &shi->amb); GPU_link(mat, "shade_view", GPU_builtin(GPU_VIEW_POSITION), &shi->view); GPU_link(mat, "vcol_attribute", GPU_attribute(CD_MCOL, ""), &shi->vcol); GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); } void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr) { GPUMaterial *mat= shi->gpumat; GPUNodeLink *emit, *ulinfac, *ulogfac, *mistfac; Material *ma= shi->mat; World *world= mat->scene->world; float linfac, logfac, misttype; memset(shr, 0, sizeof(*shr)); if(ma->mode & MA_VERTEXCOLP) shi->rgb = shi->vcol; do_material_tex(shi); if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) GPU_material_enable_alpha(mat); if((mat->scene->gm.flag & GAME_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) { shr->combined = shi->rgb; shr->alpha = shi->alpha; GPU_link(mat, "set_rgb", shi->rgb, &shr->diff); GPU_link(mat, "set_rgb_zero", &shr->spec); } else { if(GPU_link_changed(shi->emit) || ma->emit != 0.0f) { if((ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL) { GPU_link(mat, "shade_add", shi->emit, shi->vcol, &emit); GPU_link(mat, "shade_mul", emit, shi->rgb, &shr->diff); } else GPU_link(mat, "shade_mul_value", shi->emit, shi->rgb, &shr->diff); } else GPU_link(mat, "set_rgb_zero", &shr->diff); GPU_link(mat, "set_rgb_zero", &shr->spec); material_lights(shi, shr); shr->combined = shr->diff; shr->alpha = shi->alpha; if(world) { /* exposure correction */ if(world->exp!=0.0f || world->range!=1.0f) { linfac= 1.0 + pow((2.0*world->exp + 0.5), -10); logfac= log((linfac-1.0)/linfac)/world->range; GPU_link(mat, "set_value", GPU_uniform(&linfac), &ulinfac); GPU_link(mat, "set_value", GPU_uniform(&logfac), &ulogfac); GPU_link(mat, "shade_exposure_correct", shr->combined, ulinfac, ulogfac, &shr->combined); GPU_link(mat, "shade_exposure_correct", shr->spec, ulinfac, ulogfac, &shr->spec); } /* ambient color */ if(world->ambr!=0.0f || world->ambg!=0.0f || world->ambb!=0.0f) { if(GPU_link_changed(shi->amb) || ma->amb != 0.0f) GPU_link(mat, "shade_maddf", shr->combined, GPU_uniform(&ma->amb), GPU_uniform(&world->ambr), &shr->combined); } } if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shi, &shr->combined); if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shi, &shr->spec); if(GPU_link_changed(shi->spec) || ma->spec != 0.0f) GPU_link(mat, "shade_add", shr->combined, shr->spec, &shr->combined); } GPU_link(mat, "mtex_alpha_to_col", shr->combined, shr->alpha, &shr->combined); if(ma->shade_flag & MA_OBCOLOR) GPU_link(mat, "shade_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); if(world && (world->mode & WO_MIST) && !(ma->mode & MA_NOMIST)) { misttype = world->mistype; GPU_link(mat, "shade_mist_factor", GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&world->miststa), GPU_uniform(&world->mistdist), GPU_uniform(&misttype), GPU_uniform(&world->misi), &mistfac); GPU_link(mat, "mix_blend", mistfac, shr->combined, GPU_uniform(&world->horr), &shr->combined); } if(!((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))) { if(world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f)) GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr), shr->combined, &shr->combined); GPU_link(mat, "shade_alpha_opaque", shr->combined, &shr->combined); } if(ma->shade_flag & MA_OBCOLOR) { mat->obcolalpha = 1; GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); } } GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma) { GPUShadeInput shi; GPUShadeResult shr; GPU_shadeinput_set(mat, ma, &shi); GPU_shaderesult_set(&shi, &shr); return shr.combined; } GPUMaterial *GPU_material_from_blender(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; mat = GPU_material_construct_begin(ma); mat->scene = scene; if(!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { ntreeGPUMaterialNodes(ma->nodetree, mat); } else { outlink = GPU_blender_material(mat, ma); GPU_material_output_link(mat, outlink); } /*if(!GPU_material_construct_end(mat)) { GPU_material_free(mat); mat= NULL; return 0; }*/ GPU_material_construct_end(mat); link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); link->data = mat; BLI_addtail(&ma->gpumaterial, link); return mat; } void GPU_materials_free() { Object *ob; Material *ma; extern Material defmaterial; for(ma=G.main->mat.first; ma; ma=ma->id.next) GPU_material_free(ma); GPU_material_free(&defmaterial); for(ob=G.main->object.first; ob; ob=ob->id.next) GPU_lamp_free(ob); } /* Lamps and shadow buffers */ void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4]) { float mat[4][4]; lamp->lay = lay; Mat4CpyMat4(mat, obmat); Mat4Ortho(mat); VECCOPY(lamp->vec, mat[2]); VECCOPY(lamp->co, mat[3]); Mat4CpyMat4(lamp->obmat, mat); Mat4Invert(lamp->imat, mat); } void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy) { lamp->energy = energy; if(lamp->mode & LA_NEG) lamp->energy= -lamp->energy; lamp->col[0]= r* lamp->energy; lamp->col[1]= g* lamp->energy; lamp->col[2]= b* lamp->energy; } static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp) { float temp, angle, pixsize, wsize; lamp->scene = scene; lamp->ob = ob; lamp->par = par; lamp->la = la; /* add_render_lamp */ lamp->mode = la->mode; lamp->type = la->type; lamp->energy = la->energy; if(lamp->mode & LA_NEG) lamp->energy= -lamp->energy; lamp->col[0]= la->r*lamp->energy; lamp->col[1]= la->g*lamp->energy; lamp->col[2]= la->b*lamp->energy; GPU_lamp_update(lamp, ob->lay, ob->obmat); lamp->spotsi= la->spotsize; if(lamp->mode & LA_HALO) if(lamp->spotsi > 170.0) lamp->spotsi = 170.0; lamp->spotsi= cos(M_PI*lamp->spotsi/360.0); lamp->spotbl= (1.0 - lamp->spotsi)*la->spotblend; lamp->k= la->k; lamp->dist= la->dist; lamp->falloff_type= la->falloff_type; lamp->att1= la->att1; lamp->att2= la->att2; lamp->curfalloff= la->curfalloff; /* initshadowbuf */ lamp->bias = 0.02f*la->bias; lamp->size = la->bufsize; lamp->d= la->clipsta; lamp->clipend= la->clipend; /* arbitrary correction for the fact we do no soft transition */ lamp->bias *= 0.25f; /* makeshadowbuf */ angle= saacos(lamp->spotsi); temp= 0.5f*lamp->size*cos(angle)/sin(angle); pixsize= (lamp->d)/temp; wsize= pixsize*0.5f*lamp->size; i_window(-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend, lamp->winmat); } static void gpu_lamp_shadow_free(GPULamp *lamp) { if(lamp->tex) { GPU_texture_free(lamp->tex); lamp->tex= NULL; } if(lamp->fb) { GPU_framebuffer_free(lamp->fb); lamp->fb= NULL; } } GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) { Lamp *la; GPULamp *lamp; LinkData *link; for(link=ob->gpulamp.first; link; link=link->next) { lamp = (GPULamp*)link->data; if(lamp->par == par && lamp->scene == scene) return link->data; } lamp = MEM_callocN(sizeof(GPULamp), "GPULamp"); link = MEM_callocN(sizeof(LinkData), "GPULampLink"); link->data = lamp; BLI_addtail(&ob->gpulamp, link); la = ob->data; gpu_lamp_from_blender(scene, ob, par, la, lamp); if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) { /* opengl */ lamp->fb = GPU_framebuffer_create(); if(!lamp->fb) { gpu_lamp_shadow_free(lamp); return lamp; } lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size); if(!lamp->tex) { gpu_lamp_shadow_free(lamp); return lamp; } if(!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex)) { gpu_lamp_shadow_free(lamp); return lamp; } GPU_framebuffer_restore(); } return lamp; } void GPU_lamp_free(Object *ob) { GPULamp *lamp; LinkData *link; LinkData *nlink; Material *ma; for(link=ob->gpulamp.first; link; link=link->next) { lamp = link->data; while(lamp->materials.first) { nlink = lamp->materials.first; ma = nlink->data; BLI_freelinkN(&lamp->materials, nlink); if(ma->gpumaterial.first) GPU_material_free(ma); } gpu_lamp_shadow_free(lamp); MEM_freeN(lamp); } BLI_freelistN(&ob->gpulamp); } int GPU_lamp_has_shadow_buffer(GPULamp *lamp) { return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) && !(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) && lamp->tex && lamp->fb); } void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4]) { float rangemat[4][4], persmat[4][4]; /* initshadowbuf */ Mat4Invert(lamp->viewmat, lamp->obmat); Normalize(lamp->viewmat[0]); Normalize(lamp->viewmat[1]); Normalize(lamp->viewmat[2]); /* makeshadowbuf */ Mat4MulMat4(persmat, lamp->viewmat, lamp->winmat); /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */ Mat4One(rangemat); rangemat[0][0] = 0.5f; rangemat[1][1] = 0.5f; rangemat[2][2] = 0.5f; rangemat[3][0] = 0.5f; rangemat[3][1] = 0.5f; rangemat[3][2] = 0.5f; Mat4MulMat4(lamp->persmat, persmat, rangemat); /* opengl */ GPU_framebuffer_texture_bind(lamp->fb, lamp->tex); /* set matrices */ Mat4CpyMat4(viewmat, lamp->viewmat); Mat4CpyMat4(winmat, lamp->winmat); *winsize = lamp->size; } void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp) { GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex); GPU_framebuffer_restore(); } int GPU_lamp_shadow_layer(GPULamp *lamp) { if(lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER|LA_LAYER_SHADOW))) return lamp->lay; else return -1; }