[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);
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