static int node_shader_gpu_oct_tex_float_image(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { int ret; float rgb[4]; int isdata; Image *ima = (Image*)node->id; ImageUser *iuser = NULL; NodeTexImage *tex = node->storage; if(!tex) { node_oct_float_image_tex_init(0, node); tex = node->storage; } isdata = tex->color_space == SHD_COLORSPACE_NONE; in[0].type = GPU_VEC3; in[0].link = GPU_attribute(CD_MTFACE, ""); in[1].type = GPU_NONE; if(!ima) return GPU_stack_link(mat, "node_tex_image_empty", in, out, GPU_uniform(rgb)); node_shader_gpu_tex_mapping(mat, node, in, out); ret = GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata), GPU_uniform(rgb)); if(ret) { ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && GPU_material_do_color_management(mat)) { GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link); } BKE_image_release_ibuf(ima, ibuf, NULL); } return ret; }
static int gpu_shader_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { TexMapping *texmap= node->storage; float domin= (texmap->flag & TEXMAP_CLIP_MIN) != 0; float domax= (texmap->flag & TEXMAP_CLIP_MAX) != 0; GPUNodeLink *tmat = GPU_uniform((float*)texmap->mat); GPUNodeLink *tmin = GPU_uniform(texmap->min); GPUNodeLink *tmax = GPU_uniform(texmap->max); GPUNodeLink *tdomin = GPU_uniform(&domin); GPUNodeLink *tdomax = GPU_uniform(&domax); return GPU_stack_link(mat, "mapping", in, out, tmat, tmin, tmax, tdomin, tdomax); }
static int node_shader_gpu_tex_wave(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[0].link) { in[0].link = GPU_attribute(CD_ORCO, ""); GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); NodeTexWave *tex = (NodeTexWave *)node->storage; float wave_type = tex->wave_type; float wave_profile = tex->wave_profile; return GPU_stack_link(mat, "node_tex_wave", in, out, GPU_uniform(&wave_type), GPU_uniform(&wave_profile)); }
static int gpu_shader_normal(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { bNodeSocket *sock= node->outputs.first; GPUNodeLink *vec = GPU_uniform(((bNodeSocketValueVector*)sock->default_value)->value); return GPU_stack_link(mat, "normal", in, out, vec); }
/* XXX this is also done as a local static function in gpu_codegen.c, * but we need this to hack around the crappy material node. */ static GPUNodeLink *gpu_get_input_link(GPUNodeStack *in) { if (in->link) return in->link; else return GPU_uniform(in->vec); }
static int gpu_shader_value(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { bNodeSocket *sock= node->outputs.first; GPUNodeLink *vec = GPU_uniform(sock->ns.vec); return GPU_stack_link(mat, "set_value", in, out, vec); }
static int node_shader_gpu_tex_brick(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[0].link) { in[0].link = GPU_attribute(CD_ORCO, ""); GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link); } node_shader_gpu_tex_mapping(mat, node, in, out); NodeTexBrick *tex = (NodeTexBrick *)node->storage; float offset_freq = tex->offset_freq; float squash_freq = tex->squash_freq; return GPU_stack_link(mat, "node_tex_brick", in, out, GPU_uniform(&tex->offset), GPU_uniform(&offset_freq), GPU_uniform(&tex->squash), GPU_uniform(&squash_freq)); }
static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { Image *ima = (Image *)node->id; ImageUser *iuser = NULL; NodeTexImage *tex = node->storage; GPUNodeLink *norm; int isdata = tex->color_space == SHD_COLORSPACE_NONE; float blend = tex->projection_blend; if (!ima) return GPU_stack_link(mat, "node_tex_image_empty", in, out); if (!in[0].link) in[0].link = GPU_attribute(CD_MTFACE, ""); node_shader_gpu_tex_mapping(mat, node, in, out); switch (tex->projection) { case SHD_PROJ_FLAT: GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata)); break; case SHD_PROJ_BOX: GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &norm); GPU_link(mat, "direction_transform_m4v3", norm, GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), &norm); GPU_link(mat, "node_tex_image_box", in[0].link, norm, GPU_image(ima, iuser, isdata), GPU_uniform(&blend), &out[0].link, &out[1].link); break; case SHD_PROJ_SPHERE: GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link); GPU_link(mat, "point_map_to_sphere", in[0].link, &in[0].link); GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata)); break; case SHD_PROJ_TUBE: GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link); GPU_link(mat, "point_map_to_tube", in[0].link, &in[0].link); GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata)); break; } ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL); if ((tex->color_space == SHD_COLORSPACE_COLOR) && ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && GPU_material_do_color_management(mat)) { GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link); } BKE_image_release_ibuf(ima, ibuf, NULL); return true; }
static int gpu_shader_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { bNodeSocket *sock= node->outputs.first; float *col= ((bNodeSocketValueRGBA*)sock->default_value)->value; GPUNodeLink *vec = GPU_uniform(col); return GPU_stack_link(mat, "set_rgba", in, out, vec); }
void node_shader_gpu_tex_mapping(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *UNUSED(out)) { NodeTexBase *base = node->storage; TexMapping *texmap = &base->tex_mapping; float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0; float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0; if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) { GPUNodeLink *tmat = GPU_uniform((float *)texmap->mat); GPUNodeLink *tmin = GPU_uniform(texmap->min); GPUNodeLink *tmax = GPU_uniform(texmap->max); GPUNodeLink *tdomin = GPU_uniform(&domin); GPUNodeLink *tdomax = GPU_uniform(&domax); GPU_link(mat, "mapping", in[0].link, tmat, tmin, tmax, tdomin, tdomax, &in[0].link); if (texmap->type == TEXMAP_TYPE_NORMAL) GPU_link(mat, "texco_norm", in[0].link, &in[0].link); } }
static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { NodeTexMagic *tex = (NodeTexMagic*)node->storage; float depth = tex->depth; if (!in[0].link) in[0].link = GPU_attribute(CD_ORCO, ""); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth)); }
static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[3].link) in[3].link = GPU_builtin(GPU_VIEW_NORMAL); else GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link); float invert = node->custom1; GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert)); /* Other nodes are applying view matrix if the input Normal has a link. * We don't want normal to have view matrix applied twice, so we cancel it here. * * TODO(sergey): This is an extra multiplication which cancels each other, * better avoid this but that requires bigger refactor. */ return GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link); }
static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { Image *ima= (Image*)node->id; ImageUser *iuser= NULL; if (!ima) { float black[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPUNodeLink *vec = GPU_uniform(black); return GPU_stack_link(mat, "set_rgba", out, out, vec); } if (!in[0].link) in[0].link = GPU_attribute(CD_MTFACE, ""); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser)); }
static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { NodeShaderNormalMap *nm = node->storage; GPUNodeLink *negnorm; GPUNodeLink *realnorm; GPUNodeLink *strength; float d[4] = {0, 0, 0, 0}; if (in[0].link) strength = in[0].link; else strength = GPU_uniform(in[0].vec); if (in[1].link) realnorm = in[1].link; else realnorm = GPU_uniform(in[1].vec); negnorm = GPU_builtin(GPU_VIEW_NORMAL); GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength); if (GPU_material_use_world_space_shading(mat)) { /* ******* CYCLES or BLENDER INTERNAL with world space shading flag ******* */ const char *color_to_normal_fnc_name = "color_to_normal_new_shading"; if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat)) color_to_normal_fnc_name = "color_to_blender_normal_new_shading"; switch (nm->space) { case SHD_SPACE_TANGENT: GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm); GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm); GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link); /* for uniform scale this is sufficient to match Cycles */ GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link); GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; case SHD_SPACE_OBJECT: case SHD_SPACE_BLENDER_OBJECT: GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm); GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm); break; case SHD_SPACE_WORLD: case SHD_SPACE_BLENDER_WORLD: GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm); GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); break; } } else { /* ************** BLENDER INTERNAL without world space shading flag ******* */ GPU_link(mat, "color_to_normal", realnorm, &realnorm); GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm); GPU_link(mat, "vec_math_negate", negnorm, &negnorm); switch (nm->space) { case SHD_SPACE_TANGENT: GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm); break; case SHD_SPACE_OBJECT: case SHD_SPACE_BLENDER_OBJECT: GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &realnorm); break; case SHD_SPACE_WORLD: case SHD_SPACE_BLENDER_WORLD: GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm); break; } } GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link); GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; }
static int gpu_shader_normal(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { GPUNodeLink *vec = GPU_uniform(out[0].vec); return GPU_stack_link(mat, "normal", in, out, vec); }
static int node_shader_gpu_oct_portal_mat(struct GPUMaterial *mat, struct bNode *UNUSED(node), struct bNodeExecData *UNUSED(execdata), struct GPUNodeStack *UNUSED(in), struct GPUNodeStack *out) { float rgb[4] = {0.1f, 0.1f, 0.1f, 0.5f}; float roughness[4] = {0}; return GPU_stack_link(mat, "node_bsdf_diffuse", 0, out, GPU_uniform(rgb), GPU_uniform(roughness), GPU_builtin(GPU_VIEW_NORMAL)); }