[Bf-blender-cvs] [ed1aba4] cycles-ptex-19: WIP GPU stuff

Nicholas Bishop noreply at git.blender.org
Wed Jan 28 19:40:24 CET 2015


Commit: ed1aba4960d51843ba451fe459bd55024ef5798a
Author: Nicholas Bishop
Date:   Mon Jan 19 20:03:59 2015 +0100
Branches: cycles-ptex-19
https://developer.blender.org/rBed1aba4960d51843ba451fe459bd55024ef5798a

WIP GPU stuff

===================================================================

M	source/blender/gpu/shaders/gpu_shader_material.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a79bb23..781b043 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2369,13 +2369,15 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
 }
 
 void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
-	vec3 attr_orco, vec3 attr_uv,
+	vec3 attr_orco, vec3 attr_uv, vec3 attr_ptex,
 	out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
-	out vec3 camera, out vec3 window, out vec3 reflection)
+	out vec3 camera, out vec3 window, out vec3 reflection,
+	out vec3 ptex)
 {
 	generated = attr_orco * 0.5 + vec3(0.5);
 	normal = normalize((obinvmat*(viewinvmat*vec4(N, 0.0))).xyz);
 	uv = attr_uv;
+	ptex = attr_ptex;
 	object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
 	camera = vec3(I.xy, -I.z);
 	vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
@@ -2467,9 +2469,23 @@ void node_tex_environment_empty(vec3 co, out vec4 color)
 	color = vec4(1.0, 0.0, 1.0, 1.0);
 }
 
-void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+void node_tex_image(vec3 co, sampler2D ima, sampler2D ptex_map, out vec4 color, out float alpha)
 {
-	color = texture2D(ima, co.xy);
+	//color = texture2D(ima, co.xy);
+	
+	// TODO :)
+	color = vec4(0, 0, 0, 1);
+	ivec2 offset = ivec2(int(co.z + 0.5), 0);
+	vec4 pm = texelFetch(ptex_map, offset, 0);
+	vec2 rect_xy = pm.xy;
+	vec2 rect_wh = pm.zw;
+
+	vec2 tex_size = vec2(textureSize(ima, 0));
+
+	vec2 uv = (co.xy * rect_wh + rect_xy) / tex_size;
+
+	color = texture2D(ima, uv);
+
 	alpha = color.a;
 }




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