/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file blender/gpu/intern/gpu_material.c * \ingroup gpu */ #include #include #include "GL/glew.h" #include "MEM_guardedalloc.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_world_types.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_anim.h" #include "BKE_colortools.h" #include "BKE_DerivedMesh.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_scene.h" #include "BKE_texture.h" #include "IMB_imbuf_types.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, hide; 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].attribid); 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->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) { lamp->dynenergy = lamp->energy; copy_v3_v3(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) { invert_m4_m4(invmat, obmat); GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat); } if(material->builtins & GPU_OBCOLOR) { copy_v4_v4(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) { copy_v3_v3(lamp->dynvec, lamp->vec); normalize_v3(lamp->dynvec); negate_v3(lamp->dynvec); mul_mat3_m4_v3(viewmat, lamp->dynvec); } if(material->dynproperty & DYN_LAMP_CO) { copy_v3_v3(lamp->dynco, lamp->co); mul_m4_v3(viewmat, lamp->dynco); } if(material->dynproperty & DYN_LAMP_IMAT) mul_m4_m4m4(lamp->dynimat, viewinv, lamp->imat); if(material->dynproperty & DYN_LAMP_PERSMAT) mul_m4_m4m4(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_alpha_blend(GPUMaterial *material, float obcol[4]) { 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 int gpu_do_color_management(GPUMaterial *mat) { return ((mat->scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) && !((mat->scene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT))); } 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, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), 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, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), 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_LAMP_DYNVEC, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob), *lv, &inpr); } else { mat->dynproperty |= DYN_LAMP_VEC; GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), *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 const 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", "mix_soft", "mix_linear"}; 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_clamped", *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); } } static 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= NULL; 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]= {{0.0f}}, areasize= 0.0f; 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_LAMP_DYNCO, lamp->ob), GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), 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); /*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_SAMPLER_2DSHADOW, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob), GPU_uniform(&lamp->bias), inp, &shadfac); if(lamp->mode & LA_ONLYSHADOW) { GPU_link(mat, "shade_only_shadow", i, shadfac, GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &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, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &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, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol); GPU_link(mat, "shade_add_clamped", 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, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), spec, &outcol); GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); } else { GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol); GPU_link(mat, "shade_add_clamped", 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_iter; GPULamp *lamp; for(SETLOOPER(shi->gpumat->scene, sce_iter, 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_iter = dob->ob; if(ob_iter->type==OB_LAMP) { copy_m4_m4(ob_iter->obmat, dob->mat); lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob); 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, GPUNodeLink **in) { switch(blendtype) { case MTEX_BLEND: GPU_link(mat, "mtex_value_blend", out, tex, fact, facg, in); break; case MTEX_MUL: GPU_link(mat, "mtex_value_mul", out, tex, fact, facg, in); break; case MTEX_SCREEN: GPU_link(mat, "mtex_value_screen", out, tex, fact, facg, in); break; case MTEX_SUB: GPU_link(mat, "mtex_value_sub", out, tex, fact, facg, in); break; case MTEX_ADD: GPU_link(mat, "mtex_value_add", out, tex, fact, facg, in); break; case MTEX_DIV: GPU_link(mat, "mtex_value_div", out, tex, fact, facg, in); break; case MTEX_DIFF: GPU_link(mat, "mtex_value_diff", out, tex, fact, facg, in); break; case MTEX_DARK: GPU_link(mat, "mtex_value_dark", out, tex, fact, facg, in); break; case MTEX_LIGHT: GPU_link(mat, "mtex_value_light", out, tex, fact, facg, 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; GPUNodeLink *texco_global, *texco_uv = NULL; GPUNodeLink *newnor, *orn; /*char *lastuvname = NULL;*/ /*UNUSED*/ float one = 1.0f, norfac, ofs[3]; int tex_nr, rgbnor, talpha; int init_done = 0, iBumpSpacePrev = 0; /* Not necessary, quiting gcc warning. */ GPUNodeLink *vNorg, *vNacc, *fPrevMagnitude; int iFirstTimeNMap=1; int found_deriv_map = 0; 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 == NULL) 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) { GPU_link(mat, "texco_refl", shi->vn, shi->view, &shi->ref); 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;*/ /*UNUSED*/ } 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, &tex->iuser), &tin, &trgb); 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((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(tex->type==TEX_IMAGE) if(gpu_do_color_management(mat)) GPU_link(mat, "srgb_to_linearrgb", tcol, &tcol); if(mtex->mapto & MAP_COL) { GPUNodeLink *colfac; if(mtex->colfac == 1.0f) colfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colfac), stencil, &colfac); 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)) { GPUNodeLink *colspecfac; if(mtex->colspecfac == 1.0f) colspecfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->colspecfac), stencil, &colspecfac); texture_rgb_blend(mat, tcol, shi->specrgb, tin, colspecfac, mtex->blendtype, &shi->specrgb); } } if(!(mat->scene->gm.flag & GAME_GLSL_NO_EXTRA_TEX) && (mtex->mapto & MAP_NORM)) { if(tex->type==TEX_IMAGE) { found_deriv_map = tex->imaflag & TEX_DERIVATIVEMAP; if(tex->imaflag & TEX_NORMALMAP) { /* normalmap image */ GPU_link(mat, "mtex_normal", texco, GPU_image(tex->ima, &tex->iuser), &tnor ); if(mtex->norfac < 0.0f) GPU_link(mat, "mtex_negate_texnormal", tnor, &tnor); if(mtex->normapspace == MTEX_NSPACE_TANGENT) { if(iFirstTimeNMap!=0) { // use unnormalized normal (this is how we bake it - closer to gamedev) GPUNodeLink *vNegNorm; GPU_link(mat, "vec_math_negate", GPU_builtin(GPU_VIEW_NORMAL), &vNegNorm); GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), vNegNorm, tnor, &newnor); iFirstTimeNMap = 0; } else // otherwise use accumulated perturbations { GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor); } } else newnor = tnor; norfac = MIN2(fabsf(mtex->norfac), 1.0f); 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); } } else if( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP)) || found_deriv_map) { /* ntap bumpmap image */ int iBumpSpace; float ima_x, ima_y; float hScale = 0.1f; // compatibility adjustment factor for all bumpspace types float hScaleTex = 13.0f; // factor for scaling texspace bumps float imag_tspace_dimension_x = 1024.0f; // only used for texture space variant float aspect = 1.0f; GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION); GPUNodeLink *vR1, *vR2; GPUNodeLink *dBs, *dBt, *fDet; if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) hScale = hScaleTex; // The negate on norfac is done because the // normal in the renderer points inward which corresponds // to inverting the bump map. Should this ever change // this negate must be removed. norfac = -hScale * mtex->norfac; tnorfac = GPU_uniform(&norfac); if(GPU_link_changed(stencil)) GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac); if( !init_done ) { // copy shi->vn to vNorg and vNacc, set magnitude to 1 GPU_link(mat, "mtex_bump_normals_init", shi->vn, &vNorg, &vNacc, &fPrevMagnitude); iBumpSpacePrev = 0; init_done = 1; } // find current bump space if( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) iBumpSpace = 1; else if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) iBumpSpace = 2; else iBumpSpace = 4; // ViewSpace // re-initialize if bump space changed if( iBumpSpacePrev != iBumpSpace ) { if( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) GPU_link( mat, "mtex_bump_init_objspace", surf_pos, vNorg, GPU_builtin(GPU_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), fPrevMagnitude, vNacc, &fPrevMagnitude, &vNacc, &vR1, &vR2, &fDet ); else if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) GPU_link( mat, "mtex_bump_init_texturespace", surf_pos, vNorg, fPrevMagnitude, vNacc, &fPrevMagnitude, &vNacc, &vR1, &vR2, &fDet ); else GPU_link( mat, "mtex_bump_init_viewspace", surf_pos, vNorg, fPrevMagnitude, vNacc, &fPrevMagnitude, &vNacc, &vR1, &vR2, &fDet ); iBumpSpacePrev = iBumpSpace; } // resolve texture resolution if( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) { ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser); ima_x= 512.0f; ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only if(ibuf) { ima_x= ibuf->x; ima_y= ibuf->y; aspect = ((float) ima_y) / ima_x; } } if(found_deriv_map) { GPU_link( mat, "mtex_bump_deriv", texco, GPU_image(tex->ima, &tex->iuser), GPU_uniform(&ima_x), GPU_uniform(&ima_y), tnorfac, &dBs, &dBt ); } else if( mtex->texflag & MTEX_3TAP_BUMP ) GPU_link( mat, "mtex_bump_tap3", texco, GPU_image(tex->ima, &tex->iuser), tnorfac, &dBs, &dBt ); else GPU_link( mat, "mtex_bump_tap5", texco, GPU_image(tex->ima, &tex->iuser), tnorfac, &dBs, &dBt ); if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) { float imag_tspace_dimension_y = aspect*imag_tspace_dimension_x; GPU_link( mat, "mtex_bump_apply_texspace", fDet, dBs, dBt, vR1, vR2, GPU_image(tex->ima, &tex->iuser), texco, GPU_uniform(&imag_tspace_dimension_x), GPU_uniform(&imag_tspace_dimension_y), vNacc, &vNacc, &shi->vn ); } else GPU_link( mat, "mtex_bump_apply", fDet, dBs, dBt, vR1, vR2, vNacc, &vNacc, &shi->vn ); } } GPU_link(mat, "vec_math_negate", shi->vn, &orn); } if((mtex->mapto & MAP_VARS)) { 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) { GPUNodeLink *difffac; if(mtex->difffac == 1.0f) difffac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->difffac), stencil, &difffac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->refl, tin, difffac, mtex->blendtype, &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) { GPUNodeLink *specfac; if(mtex->specfac == 1.0f) specfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->specfac), stencil, &specfac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->spec, tin, specfac, mtex->blendtype, &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) { GPUNodeLink *emitfac; if(mtex->emitfac == 1.0f) emitfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->emitfac), stencil, &emitfac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->emit, tin, emitfac, mtex->blendtype, &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) { GPUNodeLink *hardfac; if(mtex->hardfac == 1.0f) hardfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->hardfac), stencil, &hardfac); GPU_link(mat, "mtex_har_divide", shi->har, &shi->har); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->har, tin, hardfac, mtex->blendtype, &shi->har); GPU_link(mat, "mtex_har_multiply_clamp", shi->har, &shi->har); } if(mtex->mapto & MAP_ALPHA) { GPUNodeLink *alphafac; if(mtex->alphafac == 1.0f) alphafac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->alphafac), stencil, &alphafac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->alpha, tin, alphafac, mtex->blendtype, &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) { GPUNodeLink *ambfac; if(mtex->ambfac == 1.0f) ambfac = stencil; else GPU_link(mat, "math_multiply", GPU_uniform(&mtex->ambfac), stencil, &ambfac); texture_value_blend(mat, GPU_uniform(&mtex->def_var), shi->amb, tin, ambfac, mtex->blendtype, &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); if(gpu_do_color_management(mat)) GPU_link(mat, "srgb_to_linearrgb", shi->vcol, &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= 1.0f + powf((2.0f*world->exp + 0.5f), -10); logfac= logf((linfac-1.0f)/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); } } static 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; /* allocate material */ mat = GPU_material_construct_begin(ma); mat->scene = scene; if(!(scene->gm.flag & GAME_GLSL_NO_NODES) && ma->nodetree && ma->use_nodes) { /* create nodes */ ntreeGPUMaterialNodes(ma->nodetree, mat); } else { /* create material */ outlink = GPU_blender_material(mat, ma); GPU_material_output_link(mat, outlink); } if(!scene_use_new_shading_nodes(scene)) { if(gpu_do_color_management(mat)) if(mat->outlink) GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink); } GPU_material_construct_end(mat); /* note that even if building the shader fails in some way, we still keep it to avoid trying to compile again and again, and simple do not use the actual shader on drawing */ link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); link->data = mat; BLI_addtail(&ma->gpumaterial, link); return mat; } void GPU_materials_free(void) { 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, int hide, float obmat[][4]) { float mat[4][4]; lamp->lay = lay; lamp->hide = hide; copy_m4_m4(mat, obmat); normalize_m4(mat); copy_v3_v3(lamp->vec, mat[2]); copy_v3_v3(lamp->co, mat[3]); copy_m4_m4(lamp->obmat, mat); invert_m4_m4(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->restrictflag & OB_RESTRICT_RENDER), ob->obmat); lamp->spotsi= la->spotsize; if(lamp->mode & LA_HALO) if(lamp->spotsi > 170.0f) lamp->spotsi = 170.0f; lamp->spotsi= cosf((float)M_PI*lamp->spotsi/360.0f); lamp->spotbl= (1.0f - 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*cosf(angle)/sinf(angle); pixsize= (lamp->d)/temp; wsize= pixsize*0.5f*lamp->size; perspective_m4( lamp->winmat,-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend); } 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, NULL); if(!lamp->tex) { gpu_lamp_shadow_free(lamp); return lamp; } if(!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, NULL)) { 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 */ invert_m4_m4(lamp->viewmat, lamp->obmat); normalize_v3(lamp->viewmat[0]); normalize_v3(lamp->viewmat[1]); normalize_v3(lamp->viewmat[2]); /* makeshadowbuf */ mul_m4_m4m4(persmat, lamp->viewmat, lamp->winmat); /* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */ unit_m4(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; mul_m4_m4m4(lamp->persmat, persmat, rangemat); /* opengl */ glDisable(GL_SCISSOR_TEST); GPU_framebuffer_texture_bind(lamp->fb, lamp->tex, GPU_texture_opengl_width(lamp->tex), GPU_texture_opengl_height(lamp->tex)); /* set matrices */ copy_m4_m4(viewmat, lamp->viewmat); copy_m4_m4(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(); glEnable(GL_SCISSOR_TEST); } 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; } /* export the GLSL shader */ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma) { static struct { GPUBuiltin gputype; GPUDynamicType dynamictype; GPUDataType datatype; } builtins[] = { { GPU_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWMAT, GPU_DATA_16F }, { GPU_INVERSE_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DATA_16F }, { GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F }, { GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F }, { GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F }, { 0 } }; GPUShaderExport *shader = NULL; GPUPass *pass; GPUInput *input; GPUMaterial *mat; GPUInputUniform *uniform; GPUInputAttribute *attribute; GLint lastbindcode; int i, liblen, fraglen; if(!GPU_glsl_support()) return NULL; mat = GPU_material_from_blender(scene, ma); pass = (mat)? mat->pass: NULL; if(pass && pass->fragmentcode && pass->vertexcode) { shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport"); for(input = pass->inputs.first; input; input = input->next) { uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform"); if(input->ima) { /* image sampler uniform */ uniform->type = GPU_DYNAMIC_SAMPLER_2DIMAGE; uniform->datatype = GPU_DATA_1I; uniform->image = input->ima; uniform->texnumber = input->texid; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); } else if(input->tex) { /* generated buffer */ uniform->texnumber = input->texid; uniform->datatype = GPU_DATA_1I; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); switch(input->textype) { case GPU_SHADOW2D: uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW; uniform->lamp = input->dynamicdata; break; case GPU_TEX2D: if(GPU_texture_opengl_bindcode(input->tex)) { uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER; glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode); glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex)); uniform->texsize = GPU_texture_opengl_width(input->tex) * GPU_texture_opengl_height(input->tex); uniform->texpixels = MEM_mallocN(uniform->texsize*4, "RGBApixels"); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels); glBindTexture(GL_TEXTURE_2D, lastbindcode); } break; } } else { uniform->type = input->dynamictype; BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname)); switch(input->type) { case 1: uniform->datatype = GPU_DATA_1F; break; case 2: uniform->datatype = GPU_DATA_2F; break; case 3: uniform->datatype = GPU_DATA_3F; break; case 4: uniform->datatype = GPU_DATA_4F; break; case 9: uniform->datatype = GPU_DATA_9F; break; case 16: uniform->datatype = GPU_DATA_16F; break; } if(uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST) uniform->lamp = input->dynamicdata; } if(uniform->type != GPU_DYNAMIC_NONE) BLI_addtail(&shader->uniforms, uniform); else MEM_freeN(uniform); } /* process builtin uniform */ for(i=0; builtins[i].gputype; i++) { if(mat->builtins & builtins[i].gputype) { uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform"); uniform->type = builtins[i].dynamictype; uniform->datatype = builtins[i].datatype; BLI_strncpy(uniform->varname, GPU_builtin_name(builtins[i].gputype), sizeof(uniform->varname)); BLI_addtail(&shader->uniforms, uniform); } } // now link fragement shader with library shader // TBD: remove the function that are not used in the main function liblen = (pass->libcode) ? strlen(pass->libcode) : 0; fraglen = strlen(pass->fragmentcode); shader->fragment = (char *)MEM_mallocN(liblen+fraglen+1, "GPUFragShader"); if(pass->libcode) memcpy(shader->fragment, pass->libcode, liblen); memcpy(&shader->fragment[liblen], pass->fragmentcode, fraglen); shader->fragment[liblen+fraglen] = 0; // export the attribute for(i=0; iattribs.totlayer; i++) { attribute = MEM_callocN(sizeof(GPUInputAttribute), "GPUInputAttribute"); attribute->type = mat->attribs.layer[i].type; attribute->number = mat->attribs.layer[i].glindex; BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid); switch(attribute->type) { case CD_TANGENT: attribute->datatype = GPU_DATA_4F; break; case CD_MTFACE: attribute->datatype = GPU_DATA_2F; attribute->name = mat->attribs.layer[i].name; break; case CD_MCOL: attribute->datatype = GPU_DATA_4UB; attribute->name = mat->attribs.layer[i].name; break; case CD_ORCO: attribute->datatype = GPU_DATA_3F; break; } if(attribute->datatype != GPU_DATA_NONE) BLI_addtail(&shader->attributes, attribute); else MEM_freeN(attribute); } // export the vertex shader shader->vertex = BLI_strdup(pass->vertexcode); } return shader; } void GPU_free_shader_export(GPUShaderExport *shader) { GPUInputUniform *uniform; if(shader == NULL) return; for(uniform = shader->uniforms.first; uniform; uniform=uniform->next) if(uniform->texpixels) MEM_freeN(uniform->texpixels); BLI_freelistN(&shader->uniforms); BLI_freelistN(&shader->attributes); if(shader->vertex) MEM_freeN(shader->vertex); if(shader->fragment) MEM_freeN(shader->fragment); MEM_freeN(shader); }