[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42647] trunk/blender: Bicubic bump map filtering.

Mitchell Stokes mogurijin at gmail.com
Sat Dec 17 03:33:33 CET 2011


GPU_code_generate_glsl_lib() is not called for the Blenderplayer. Is
there any problem to moving this function into GPU_extensions_init()?
It seems like it would encapsulate initialization a bit more.

--Mitchell Stokes

On Fri, Dec 16, 2011 at 6:20 PM, Mitchell Stokes <mogurijin at gmail.com> wrote:
> This commit causes the Blenderplayer to crash on startup. Here is the
> call stack:
>
>>       blenderplayer.exe!strstr(const char * str1=0x0000000000000000, const char * str2=0x00000001411649b8)  Line 45 + 0x4 bytes       C
>        blenderplayer.exe!gpu_parse_functions_string(GHash *
> hash=0x0000000002de2e98, unsigned char * code=0x0000000000000000)
> Line 129 + 0x11 bytes   C
>        blenderplayer.exe!GPU_lookup_function(const unsigned char *
> name=0x0000000141165ca0)  Line 241      C
>        blenderplayer.exe!GPU_link(GPUMaterial * mat=0x0000000002de2668,
> const unsigned char * name=0x0000000141165ca0, ...)  Line 1161 + 0xa
> bytes   C
>        blenderplayer.exe!GPU_shadeinput_set(GPUMaterial *
> mat=0x0000000002de2668, Material * ma=0x0000000002e70508,
> GPUShadeInput * shi=0x00000000002dc330)  Line 1300      C
>        blenderplayer.exe!GPU_blender_material(GPUMaterial *
> mat=0x0000000002de2668, Material * ma=0x0000000002e70508)  Line 1424    C
>        blenderplayer.exe!GPU_material_from_blender(Scene *
> scene=0x0000000002e5d598, Material * ma=0x0000000002e70508)  Line 1449
> + 0xf bytes     C
>        blenderplayer.exe!BL_BlenderShader::ReloadMaterial()  Line 44 + 0x23 bytes      C++
>        blenderplayer.exe!BL_BlenderShader::BL_BlenderShader(KX_Scene *
> scene=0x0000000002d2a8e0, Material * ma=0x0000000002e70508, int
> lightlayer=1)  Line 34  C++
>        blenderplayer.exe!KX_BlenderMaterial::SetBlenderGLSLShader(int
> layer=1)  Line 784 + 0x45 bytes C++
>        blenderplayer.exe!KX_BlenderMaterial::OnConstruction(int layer=1)
> Line 169        C++
>        blenderplayer.exe!BL_ConvertMesh(Mesh * mesh=0x0000000002e7beb8,
> Object * blenderobj=0x0000000002e61d28, KX_Scene *
> scene=0x0000000002d2a8e0, KX_BlenderSceneConverter *
> converter=0x0000000002d29040)  Line 1083 + 0x38 bytes   C++
>        blenderplayer.exe!gameobject_from_blenderobject(Object *
> ob=0x0000000002e61d28, KX_Scene * kxscene=0x0000000002d2a8e0,
> RAS_IRenderTools * rendertools=0x0000000002d1d1d0,
> KX_BlenderSceneConverter * converter=0x0000000002d29040)  Line 1774 +
> 0x22 bytes      C++
>        blenderplayer.exe!BL_ConvertBlenderObjects(Main *
> maggie=0x0000000002e156f8, KX_Scene * kxscene=0x0000000002d2a8e0,
> KX_KetsjiEngine * ketsjiEngine=0x0000000002d272a0, e_PhysicsEngine
> physics_engine=UseBullet, RAS_IRenderTools *
> rendertools=0x0000000002d1d1d0, RAS_ICanvas *
> canvas=0x0000000002d192e0, KX_BlenderSceneConverter *
> converter=0x0000000002d29040, bool alwaysUseExpandFraming=false)  Line
> 2083 + 0x29 bytes       C++
>        blenderplayer.exe!KX_BlenderSceneConverter::ConvertScene(KX_Scene *
> destinationscene=0x0000000002d2a8e0, RAS_IRenderTools *
> rendertools=0x0000000002d1d1d0, RAS_ICanvas *
> canvas=0x0000000002d192e0)  Line 378    C++
>        blenderplayer.exe!GPG_Application::startEngine()  Line 729      C++
>        blenderplayer.exe!GPG_Application::startWindow(STR_String &
> title={...}, int windowLeft=100, int windowTop=100, int
> windowWidth=640, int windowHeight=480, const bool stereoVisual=false,
> const int stereoMode=1, const unsigned short samples=0)  Line 338 +
> 0xd bytes       C++
>        blenderplayer.exe!main(int argc=2, char * * argv=0x00000000003e3240)
>  Line 945 + 0x59 bytes  C++
>        blenderplayer.exe!__tmainCRTStartup()  Line 278 + 0x19 bytes    C
>        blenderplayer.exe!mainCRTStartup()  Line 189    C
>
> --Mitchell Stokes
>
> On Thu, Dec 15, 2011 at 5:58 AM, Antony Riakiotakis <kalast at gmail.com> wrote:
>> Revision: 42647
>>          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42647
>> Author:   psy-fi
>> Date:     2011-12-15 13:58:09 +0000 (Thu, 15 Dec 2011)
>> Log Message:
>> -----------
>> Bicubic bump map filtering.
>>
>> This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs.
>>
>> To use the functionality change the bump mapping method to "best quality"
>> Previous "best quality" setting becomes "medium quality" now.
>> For non OpenGL 3.0 GPUs this becomes the same as "medium quality"
>>
>> Also:
>> * added tooltip descriptions to the bump method settings.
>> * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.
>>
>> Bicubic shader by Morten Mikkelsen. Thanks a lot!
>>
>> Oh...and FIRST!
>>
>> Modified Paths:
>> --------------
>>    trunk/blender/release/scripts/startup/bl_ui/properties_texture.py
>>    trunk/blender/source/blender/blenkernel/intern/material.c
>>    trunk/blender/source/blender/gpu/GPU_extensions.h
>>    trunk/blender/source/blender/gpu/intern/gpu_codegen.c
>>    trunk/blender/source/blender/gpu/intern/gpu_material.c
>>    trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl
>>    trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl.c
>>    trunk/blender/source/blender/makesdna/DNA_texture_types.h
>>    trunk/blender/source/blender/makesrna/intern/rna_material.c
>>    trunk/blender/source/blender/render/intern/source/render_texture.c
>>    trunk/blender/source/blender/windowmanager/intern/wm_init_exit.c
>>
>> Modified: trunk/blender/release/scripts/startup/bl_ui/properties_texture.py
>> ===================================================================
>> --- trunk/blender/release/scripts/startup/bl_ui/properties_texture.py   2011-12-15 13:41:29 UTC (rev 42646)
>> +++ trunk/blender/release/scripts/startup/bl_ui/properties_texture.py   2011-12-15 13:58:09 UTC (rev 42647)
>> @@ -1056,7 +1056,7 @@
>>
>>             # the space setting is supported for: derivative-maps + bump-maps (DEFAULT,BEST_QUALITY), not for normal-maps
>>             sub = row.row()
>> -            sub.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) and ((tex.bump_method in {'BUMP_DEFAULT', 'BUMP_BEST_QUALITY'}) or (tex.texture.type == 'IMAGE' and tex.texture.use_derivative_map))
>> +            sub.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) and ((tex.bump_method in {'BUMP_LOW_QUALITY', 'BUMP_MEDIUM_QUALITY', 'BUMP_BEST_QUALITY'}) or (tex.texture.type == 'IMAGE' and tex.texture.use_derivative_map))
>>             sub.prop(tex, "bump_objectspace", text="Space")
>>
>>
>>
>> Modified: trunk/blender/source/blender/blenkernel/intern/material.c
>> ===================================================================
>> --- trunk/blender/source/blender/blenkernel/intern/material.c   2011-12-15 13:41:29 UTC (rev 42646)
>> +++ trunk/blender/source/blender/blenkernel/intern/material.c   2011-12-15 13:58:09 UTC (rev 42647)
>> @@ -903,7 +903,7 @@
>>
>>                        /* always get derivatives for these textures */
>>                        if ELEM3(mtex->tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP) ma->texco |= TEXCO_OSA;
>> -                       else if(mtex->texflag & (MTEX_COMPAT_BUMP|MTEX_3TAP_BUMP|MTEX_5TAP_BUMP)) ma->texco |= TEXCO_OSA;
>> +                       else if(mtex->texflag & (MTEX_COMPAT_BUMP|MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) ma->texco |= TEXCO_OSA;
>>
>>                        if(ma->texco & (TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM|TEXCO_STRAND|TEXCO_STRESS)) needuv= 1;
>>                        else if(ma->texco & (TEXCO_GLOB|TEXCO_UV|TEXCO_OBJECT|TEXCO_SPEED)) needuv= 1;
>>
>> Modified: trunk/blender/source/blender/gpu/GPU_extensions.h
>> ===================================================================
>> --- trunk/blender/source/blender/gpu/GPU_extensions.h   2011-12-15 13:41:29 UTC (rev 42646)
>> +++ trunk/blender/source/blender/gpu/GPU_extensions.h   2011-12-15 13:58:09 UTC (rev 42647)
>> @@ -61,6 +61,8 @@
>>  int GPU_glsl_support(void);
>>  int GPU_non_power_of_two_support(void);
>>  int GPU_color_depth(void);
>> +void GPU_code_generate_glsl_lib(void);
>> +int GPU_bicubic_bump_support(void);
>>
>>  /* GPU Types */
>>
>>
>> Modified: trunk/blender/source/blender/gpu/intern/gpu_codegen.c
>> ===================================================================
>> --- trunk/blender/source/blender/gpu/intern/gpu_codegen.c       2011-12-15 13:41:29 UTC (rev 42646)
>> +++ trunk/blender/source/blender/gpu/intern/gpu_codegen.c       2011-12-15 13:58:09 UTC (rev 42647)
>> @@ -59,6 +59,10 @@
>>  extern char datatoc_gpu_shader_material_glsl[];
>>  extern char datatoc_gpu_shader_vertex_glsl[];
>>
>> +
>> +static char *glsl_material_library = NULL;
>> +
>> +
>>  /* structs and defines */
>>
>>  static const char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
>> @@ -229,7 +233,7 @@
>>  {
>>        if(!FUNCTION_HASH) {
>>                FUNCTION_HASH = BLI_ghash_new(BLI_ghashutil_strhash, BLI_ghashutil_strcmp, "GPU_lookup_function gh");
>> -               gpu_parse_functions_string(FUNCTION_HASH, datatoc_gpu_shader_material_glsl);
>> +               gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
>>                /*FUNCTION_PROTOTYPES = gpu_generate_function_prototyps(FUNCTION_HASH);
>>                FUNCTION_LIB = GPU_shader_create_lib(datatoc_gpu_shader_material_glsl);*/
>>        }
>> @@ -248,6 +252,9 @@
>>                BLI_ghash_free(FUNCTION_HASH, NULL, (GHashValFreeFP)MEM_freeN);
>>                FUNCTION_HASH = NULL;
>>        }
>> +
>> +       if(glsl_material_library)
>> +               MEM_freeN(glsl_material_library);
>>        /*if(FUNCTION_PROTOTYPES) {
>>                MEM_freeN(FUNCTION_PROTOTYPES);
>>                FUNCTION_PROTOTYPES = NULL;
>> @@ -640,6 +647,35 @@
>>        return code;
>>  }
>>
>> +int GPU_bicubic_bump_support(void){
>> +       return GLEW_ARB_texture_gather && GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
>> +}
>> +
>> +void GPU_code_generate_glsl_lib(void){
>> +       DynStr *ds;
>> +
>> +       /* only initialize the library once */
>> +       if(glsl_material_library)
>> +               return;
>> +
>> +       ds = BLI_dynstr_new();
>> +
>> +       if(GPU_bicubic_bump_support()){
>> +               BLI_dynstr_append(ds, "/* These are needed for high quality bump mapping */\n"
>> +                               "#version 130\n"
>> +                               "#extension GL_ARB_texture_gather: enable\n"
>> +                               "#extension GL_ARB_texture_query_lod: enable\n"
>> +                               "#define BUMP_BICUBIC\n");
>> +       }
>> +       BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
>> +
>> +
>> +       glsl_material_library = BLI_dynstr_get_cstring(ds);
>> +
>> +       BLI_dynstr_free(ds);
>> +}
>> +
>> +
>>  /* GPU pass binding/unbinding */
>>
>>  GPUShader *GPU_pass_shader(GPUPass *pass)
>> @@ -1318,7 +1354,7 @@
>>        /* generate code and compile with opengl */
>>        fragmentcode = code_generate_fragment(nodes, outlink->output, name);
>>        vertexcode = code_generate_vertex(nodes);
>> -       shader = GPU_shader_create(vertexcode, fragmentcode, datatoc_gpu_shader_material_glsl); /*FUNCTION_LIB);*/
>> +       shader = GPU_shader_create(vertexcode, fragmentcode, glsl_material_library); /*FUNCTION_LIB);*/
>>
>>        /* failed? */
>>        if (!shader) {
>> @@ -1335,7 +1371,7 @@
>>        pass->shader = shader;
>>        pass->fragmentcode = fragmentcode;
>>        pass->vertexcode = vertexcode;
>> -       pass->libcode = datatoc_gpu_shader_material_glsl;
>> +       pass->libcode = glsl_material_library;
>>
>>        /* extract dynamic inputs and throw away nodes */
>>        GPU_nodes_extract_dynamic_inputs(pass, nodes);
>>
>> Modified: trunk/blender/source/blender/gpu/intern/gpu_material.c
>> ===================================================================
>> --- trunk/blender/source/blender/gpu/intern/gpu_material.c      2011-12-15 13:41:29 UTC (rev 42646)
>> +++ trunk/blender/source/blender/gpu/intern/gpu_material.c      2011-12-15 13:58:09 UTC (rev 42647)
>> @@ -1086,7 +1086,7 @@
>>                                                        GPU_link(mat, "mtex_blend_normal", tnorfac, shi->vn, newnor, &shi->vn);
>>                                                }
>>
>> -                                       } else if( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP)) || found_deriv_map) {
>> +                                       } else if( (mtex->texflag & (MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) || found_deriv_map) {
>>                                                /* ntap bumpmap image */
>>                                                int iBumpSpace;
>>                                                float ima_x, ima_y;
>> @@ -1184,10 +1184,21 @@
>>                                                        GPU_link( mat, "mtex_bump_tap3",
>>                                                                  texco, GPU_image(tex->ima, &tex->iuser), tnorfac,
>>                                                                  &dBs, &dBt );
>> -                                               else
>> -                                                       GPU_link( mat, "mtex_bump_tap5",
>> +                                               else if( mtex->texflag & MTEX_5TAP_BUMP )
>> +                                                       GPU_link( mat, "mtex_bump_tap5",
>>                                                                  texco, GPU_image(tex->ima, &tex->iuser), tnorfac,
>>                                                                  &dBs, &dBt );
>> +                                               else if( mtex->texflag & MTEX_BICUBIC_BUMP ){
>> +                                                       if(GPU_bicubic_bump_support()){
>> +                                                               GPU_link( mat, "mtex_bump_bicubic",
>> +                                                                               texco, GPU_image(tex->ima, &tex->iuser), tnorfac,
>> +                                                                               &dBs, &dBt );
>> +                                                       }else{
>> +                                                               GPU_link( mat, "mtex_bump_tap5",
>> +                                                                               texco, GPU_image(tex->ima, &tex->iuser), tnorfac,
>> +                                                                               &dBs, &dBt );
>> +                                                       }
>> +                                               }
>>
>>
>>                                                if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) {
>>
>> Modified: trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl
>> ===================================================================
>> --- trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl    2011-12-15 13:41:29 UTC (rev 42646)
>> +++ trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl    2011-12-15 13:58:09 UTC (rev 42647)
>> @@ -1152,8 +1152,8 @@
>>                                                          out float fPrevMagnitude_out, out vec3 vNacc_out,
>>                                                          out vec3 vR1, out vec3 vR2, out float fDet )
>>  {
>> -       mat3 obj2view = to_mat3(mView * mObj);
>> -       mat3 view2obj = to_mat3(mObjInv * mViewInv);
>> +       mat3 obj2view = to_mat3(gl_ModelViewMatrix);
>> +       mat3 view2obj = to_mat3(gl_ModelViewMatrixInverse);
>>
>>        vec3 vSigmaS = view2obj * dFdx( surf_pos );
>>        vec3 vSigmaT = view2obj * dFdy( surf_pos );
>> @@ -1225,6 +1225,84 @@
>>        dBt = hScale * (Hul - Hll);
>>  }
>>
>> +#ifdef BUMP_BICUBIC
>> +
>> +void mtex_bump_bicubic( vec3 texco, sampler2D ima, float hScale,
>> +                     out float dBs, out float dBt )
>> +{
>> +       vec2 TexDx = dFdx(texco.xy);
>> +       vec2 TexDy = dFdy(texco.xy);
>> +
>> +       vec2 STl = texco.xy - 0.5 * TexDx ;
>> +       vec2 STr = texco.xy + 0.5 * TexDx ;
>> +       vec2 STd = texco.xy - 0.5 * TexDy ;
>> +       vec2 STu = texco.xy + 0.5 * TexDy ;
>> +
>> +       float Hl = texture2D(ima, STl).x;
>> +       float Hr = texture2D(ima, STr).x;
>> +       float Hd = texture2D(ima, STd).x;
>> +       float Hu = texture2D(ima, STu).x;
>> +
>> +       vec2 dHdxy = vec2(Hr - Hl, Hu - Hd);
>> +       float fBlend = clamp(1.0-textureQueryLOD(ima, texco.xy).x, 0.0, 1.0);
>> +       if(fBlend!=0.0)
>> +       {
>> +               // the derivative of the bicubic sampling of level 0
>> +               ivec2 vDim;
>> +               vDim = textureSize(ima, 0);
>> +
>> +               vec2 fTexLoc = vDim*texco.xy-vec2(0.5,0.5);
>> +               ivec2 iTexLoc = ivec2(floor(fTexLoc));
>> +               vec2 t = clamp(fTexLoc - iTexLoc, 0.0, 1.0);            // sat just to be pedantic
>> +
>> +               ivec2 iTexLocMod = iTexLoc + ivec2(-1, -1);
>> +
>> +/*******************************************************************************************
>> + * This block will replace the one below when one channel textures are properly supported. *
>> + *******************************************************************************************
>> +               vec4 vSamplesUL = textureGather(ima, (iTexLoc+ivec2(-1,-1) + vec2(0.5,0.5))/vDim );
>> +               vec4 vSamplesUR = textureGather(ima, (iTexLoc+ivec2(1,-1) + vec2(0.5,0.5))/vDim );
>> +               vec4 vSamplesLL = textureGather(ima, (iTexLoc+ivec2(-1,1) + vec2(0.5,0.5))/vDim );
>> +               vec4 vSamplesLR = textureGather(ima, (iTexLoc+ivec2(1,1) + vec2(0.5,0.5))/vDim );
>> +
>> +               mat4 H = mat4(vSamplesUL.w, vSamplesUL.x, vSamplesLL.w, vSamplesLL.x,
>> +                                       vSamplesUL.z, vSamplesUL.y, vSamplesLL.z, vSamplesLL.y,
>> +                                       vSamplesUR.w, vSamplesUR.x, vSamplesLR.w, vSamplesLR.x,
>> +                                       vSamplesUR.z, vSamplesUR.y, vSamplesLR.z, vSamplesLR.y);
>> +*/
>> +               mat4 H;
>> +
>> +               for(int i = 0; i < 4; i++){
>> +                       for(int j = 0; j < 4; j++){
>> +                               mtex_rgbtoint(texelFetch(ima, (iTexLocMod + ivec2(i,j)), 0), H[i][j]);
>> +                       }
>> +               }
>> +
>> +               float x = t.x, y = t.y;
>> +               float x2 = x * x, x3 = x2 * x, y2 = y * y, y3 = y2 * y;
>> +
>> +               vec4 X = vec4(-0.5*(x3+x)+x2,           1.5*x3-2.5*x2+1,        -1.5*x3+2*x2+0.5*x,             0.5*(x3-x2));
>> +               vec4 Y = vec4(-0.5*(y3+y)+y2,           1.5*y3-2.5*y2+1,        -1.5*y3+2*y2+0.5*y,             0.5*(y3-y2));
>> +               vec4 dX = vec4(-1.5*x2+2*x-0.5,         4.5*x2-5*x,                     -4.5*x2+4*x+0.5,                1.5*x2-x);
>> +               vec4 dY = vec4(-1.5*y2+2*y-0.5,         4.5*y2-5*y,                     -4.5*y2+4*y+0.5,                1.5*y2-y);
>> +
>> +               // complete derivative in normalized coordinates (mul by vDim)
>>
>> @@ Diff output truncated at 10240 characters. @@
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