[Bf-blender-cvs] [a6aaaad] master: Vector Transform node support for GLSL mode and the internal renderer
Alexander Romanov
noreply at git.blender.org
Sat Jan 23 13:52:55 CET 2016
Commit: a6aaaad9795e80af05e8281030107c32c6a1366b
Author: Alexander Romanov
Date: Sat Jan 23 15:27:36 2016 +0300
Branches: master
https://developer.blender.org/rBa6aaaad9795e80af05e8281030107c32c6a1366b
Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.
Example: {F273060}
Alexander (Blend4Web Team)
Reviewers: brecht, campbellbarton, sergey
Reviewed By: campbellbarton, sergey
Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D909
===================================================================
M release/scripts/startup/nodeitems_builtins.py
M source/blender/editors/render/render_internal.c
M source/blender/gpu/GPU_material.h
M source/blender/gpu/intern/gpu_codegen.c
M source/blender/gpu/intern/gpu_draw.c
M source/blender/gpu/intern/gpu_material.c
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/nodes/shader/nodes/node_shader_vectTransform.c
M source/blender/python/intern/gpu.c
M source/blender/render/extern/include/RE_pipeline.h
M source/blender/render/extern/include/RE_shader_ext.h
M source/blender/render/intern/include/render_types.h
M source/blender/render/intern/include/renderdatabase.h
M source/blender/render/intern/source/renderdatabase.c
M source/blender/render/intern/source/shadeoutput.c
M source/blenderplayer/bad_level_call_stubs/stubs.c
M source/gameengine/Ketsji/BL_BlenderShader.cpp
===================================================================
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index c3def14..7af10aa 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -159,6 +159,7 @@ shader_node_categories = [
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
+ NodeItem("ShaderNodeVectorTransform"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 143003c..eb8ea01 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1188,6 +1188,7 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
char name[32];
int update_flag;
bool use_border;
+ int ob_inst_update_flag = 0;
update_flag = rp->engine->job_update_flag;
rp->engine->job_update_flag = 0;
@@ -1299,6 +1300,13 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
/* OK, can we enter render code? */
if (rstats->convertdone) {
bool first_time = true;
+
+ if (update_flag & PR_UPDATE_VIEW) {
+ ob_inst_update_flag |= RE_OBJECT_INSTANCES_UPDATE_VIEW;
+ }
+
+ RE_updateRenderInstances(re, ob_inst_update_flag);
+
for (;;) {
if (first_time == false) {
if (restore)
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 25788c2..65cdf83 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -95,6 +95,8 @@ typedef enum GPUBuiltin {
GPU_PARTICLE_LOCATION = (1 << 10),
GPU_PARTICLE_VELOCITY = (1 << 11),
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
+ GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
+ GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
} GPUBuiltin;
typedef enum GPUOpenGLBuiltin {
@@ -148,6 +150,8 @@ typedef enum GPUDynamicType {
GPU_DYNAMIC_OBJECT_IMAT = 4 | GPU_DYNAMIC_GROUP_OBJECT,
GPU_DYNAMIC_OBJECT_COLOR = 5 | GPU_DYNAMIC_GROUP_OBJECT,
GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 6 | GPU_DYNAMIC_GROUP_OBJECT,
+ GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT = 7 | GPU_DYNAMIC_GROUP_OBJECT,
+ GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT = 8 | GPU_DYNAMIC_GROUP_OBJECT,
GPU_DYNAMIC_LAMP_DYNVEC = 1 | GPU_DYNAMIC_GROUP_LAMP,
GPU_DYNAMIC_LAMP_DYNCO = 2 | GPU_DYNAMIC_GROUP_LAMP,
@@ -218,7 +222,7 @@ void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
void GPU_material_bind_uniforms(
- GPUMaterial *material, float obmat[4][4], float obcol[4],
+ GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi);
void GPU_material_unbind(GPUMaterial *material);
bool GPU_material_bound(GPUMaterial *material);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 857b339..fb46b16 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -381,6 +381,10 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfinvviewmat";
else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
return "unfinvobmat";
+ else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
+ return "unflocaltoviewmat";
+ else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
+ return "unfinvlocaltoviewmat";
else if (builtin == GPU_VIEW_POSITION)
return "varposition";
else if (builtin == GPU_VIEW_NORMAL)
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 95c019b..a7f802a 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1763,7 +1763,7 @@ int GPU_object_material_bind(int nr, void *attribs)
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
- GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale, &partile_info);
+ GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info);
GMS.gboundmat = mat;
/* for glsl use alpha blend mode, unless it's set to solid and
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 29e49ca..7cb2fc0 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -112,6 +112,7 @@ struct GPUMaterial {
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
+ int localtoviewmatloc, invlocaltoviewmatloc;
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
@@ -242,6 +243,10 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
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_LOC_TO_VIEW_MATRIX)
+ material->localtoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_LOC_TO_VIEW_MATRIX));
+ if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX)
+ material->invlocaltoviewmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_LOC_TO_VIEW_MATRIX));
if (material->builtins & GPU_OBCOLOR)
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
if (material->builtins & GPU_AUTO_BUMPSCALE)
@@ -384,12 +389,14 @@ void GPU_material_bind(
}
void GPU_material_bind_uniforms(
- GPUMaterial *material, float obmat[4][4], float obcol[4],
+ GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
float invmat[4][4], col[4];
+ float localtoviewmat[4][4];
+ float invlocaltoviewmat[4][4];
/* handle per object builtins */
if (material->builtins & GPU_OBJECT_MATRIX) {
@@ -399,6 +406,19 @@ void GPU_material_bind_uniforms(
invert_m4_m4(invmat, obmat);
GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float *)invmat);
}
+ if (material->builtins & GPU_LOC_TO_VIEW_MATRIX) {
+ if (viewmat) {
+ mul_m4_m4m4(localtoviewmat, viewmat, obmat);
+ GPU_shader_uniform_vector(shader, material->localtoviewmatloc, 16, 1, (float *)localtoviewmat);
+ }
+ }
+ if (material->builtins & GPU_INVERSE_LOC_TO_VIEW_MATRIX) {
+ if (viewmat) {
+ mul_m4_m4m4(localtoviewmat, viewmat, obmat);
+ invert_m4_m4(invlocaltoviewmat, localtoviewmat);
+ GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float*)invlocaltoviewmat);
+ }
+ }
if (material->builtins & GPU_OBCOLOR) {
copy_v4_v4(col, obcol);
CLAMP(col[3], 0.0f, 1.0f);
@@ -2352,6 +2372,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
{ 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_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT, GPU_DATA_16F },
+ { GPU_INVERSE_LOC_TO_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT, GPU_DATA_16F },
{ GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F },
{ GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F },
{ 0 }
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index dfb1af0..e707201 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -166,6 +166,21 @@ void particle_info(vec4 sprops, vec3 loc, vec3 vel, vec3 avel, out float index,
angular_velocity = avel;
}
+void vect_normalize(vec3 vin, out vec3 vout)
+{
+ vout = normalize(vin);
+}
+
+void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = (mat*vec4(vin, 0.0)).xyz;
+}
+
+void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = (mat*vec4(vin, 1.0)).xyz;
+}
+
void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
{
outvec = (mat * vec4(vec, 1.0)).xyz;
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
index 4cab9d3..5b6d213 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
@@ -52,15 +52,146 @@ static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *nod
node->storage = vect;
}
+static const float (* const get_matrix_from_to(ShaderCallData *scd, short from, short to))[4]
+{
+ switch (from) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB);
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW);
+ }
+ break;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return RE_render_current_get_matrix(RE_VIEW_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OBINV);
+ }
+ break;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return RE_render_current_get_matrix(RE_V
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list