[Bf-blender-cvs] [d80f8ba] master: Support for cubemap reflections in the viewport

Campbell Barton noreply at git.blender.org
Thu Feb 4 18:37:42 CET 2016


Commit: d80f8baba5ffaaa277065e648ca812f2b4ec87cf
Author: Campbell Barton
Date:   Fri Feb 5 04:28:16 2016 +1100
Branches: master
https://developer.blender.org/rBd80f8baba5ffaaa277065e648ca812f2b4ec87cf

Support for cubemap reflections in the viewport

D1756 by @youle, uses existing texture mapping option.

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

M	source/blender/gpu/intern/gpu_material.c
M	source/blender/gpu/shaders/gpu_shader_material.glsl

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

diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 67f30be..cc401dc 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1221,8 +1221,19 @@ static void do_material_tex(GPUShadeInput *shi)
 
 			talpha = 0;
 
-			if (tex && tex->type == TEX_IMAGE && tex->ima) {
-				GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb);
+			if (tex && tex->ima &&
+			    ((tex->type == TEX_IMAGE) ||
+			     ((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL))))
+			{
+				if (tex->type == TEX_IMAGE) {
+					GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, &tex->iuser, false), &tin, &trgb);
+				}
+				else {
+					GPU_link(mat, "mtex_cube_map_refl",
+					         GPU_cube_map(tex->ima, &tex->iuser, false), shi->view, shi->vn,
+					         GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+					         GPU_builtin(GPU_VIEW_MATRIX), &tin, &trgb);
+				}
 				rgbnor = TEX_RGB;
 
 				talpha = ((tex->imaflag & TEX_USEALPHA) && tex->ima && (tex->ima->flag & IMA_IGNORE_ALPHA) == 0);
@@ -1268,9 +1279,13 @@ static void do_material_tex(GPUShadeInput *shi)
 						GPU_link(mat, "set_value_one", &tin);
 				}
 
-				if (tex->type == TEX_IMAGE)
-					if (GPU_material_do_color_management(mat))
+				if ((tex->type == TEX_IMAGE) ||
+				    ((tex->type == TEX_ENVMAP) && (mtex->texco == TEXCO_REFL)))
+				{
+					if (GPU_material_do_color_management(mat)) {
 						GPU_link(mat, "srgb_to_linearrgb", tcol, &tcol);
+					}
+				}
 				
 				if (mtex->mapto & MAP_COL) {
 					GPUNodeLink *colfac;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index df14392..51d4706 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1284,6 +1284,15 @@ void mtex_cube_map(vec3 co, samplerCube ima, out float value, out vec4 color)
 	value = 1.0;
 }
 
+void mtex_cube_map_refl(samplerCube ima, vec3 vp, vec3 vn, mat4 viewmatrixinverse, mat4 viewmatrix, out float value, out vec4 color)
+{
+	vec3 viewdirection = vec3(viewmatrixinverse * vec4(vp, 0.0));
+	vec3 normaldirection = normalize(vec3(vec4(vn, 0.0) * viewmatrix));
+	vec3 reflecteddirection = reflect(viewdirection, normaldirection);
+	color = textureCube(ima, reflecteddirection);
+	value = 1.0;
+}
+
 void mtex_image(vec3 texco, sampler2D ima, out float value, out vec4 color)
 {
 	color = texture2D(ima, texco.xy);




More information about the Bf-blender-cvs mailing list