[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. @@




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