static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[1].link)
		in[1].link = GPU_builtin(GPU_VIEW_NORMAL);

	return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
}
static void node_shader_gpu_volume_attribute(GPUMaterial *mat,
                                             const char *name,
                                             GPUNodeLink **outcol,
                                             GPUNodeLink **outvec,
                                             GPUNodeLink **outf)
{
  if (strcmp(name, "density") == 0) {
    GPU_link(mat,
             "node_attribute_volume_density",
             GPU_builtin(GPU_VOLUME_DENSITY),
             outcol,
             outvec,
             outf);
  }
  else if (strcmp(name, "color") == 0) {
    GPU_link(
        mat, "node_attribute_volume_color", GPU_builtin(GPU_VOLUME_DENSITY), outcol, outvec, outf);
  }
  else if (strcmp(name, "flame") == 0) {
    GPU_link(
        mat, "node_attribute_volume_flame", GPU_builtin(GPU_VOLUME_FLAME), outcol, outvec, outf);
  }
  else if (strcmp(name, "temperature") == 0) {
    GPU_link(mat,
             "node_attribute_volume_temperature",
             GPU_builtin(GPU_VOLUME_FLAME),
             GPU_builtin(GPU_VOLUME_TEMPERATURE),
             outcol,
             outvec,
             outf);
  }
  else {
    *outcol = *outvec = *outf = NULL;
  }
}
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_particle_info(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{

	return GPU_stack_link(mat, "particle_info", in, out,
						  GPU_builtin(GPU_PARTICLE_SCALAR_PROPS),
						  GPU_builtin(GPU_PARTICLE_LOCATION),
						  GPU_builtin(GPU_PARTICLE_VELOCITY),
						  GPU_builtin(GPU_PARTICLE_ANG_VELOCITY));
}
Пример #5
0
static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
	GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, "");

	return GPU_stack_link(mat, "node_tex_coord", in, out,
	                      GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
	                      GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), orco, mtface);
}
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[5].link)
		in[5].link = GPU_builtin(GPU_VIEW_NORMAL);
	else
		GPU_link(mat, "direction_transform_m4v3", in[5].link, GPU_builtin(GPU_VIEW_MATRIX), &in[5].link);

	return GPU_stack_link(mat, "node_subsurface_scattering", in, out);
}
static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[1].link)
		in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
	else if (GPU_material_use_world_space_shading(mat)) {
		GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
	}

	return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
Пример #8
0
static int gpu_shader_geom(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	NodeGeometry *ngeo= (NodeGeometry*)node->storage;
	GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
	GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ngeo->uvname);
	GPUNodeLink *mcol = GPU_attribute(CD_MCOL, ngeo->colname);

	return GPU_stack_link(mat, "geom", in, out,
		GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
		GPU_builtin(GPU_INVERSE_VIEW_MATRIX), orco, mtface, mcol);
}
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima= (Image*)node->id;
	ImageUser *iuser= NULL;
	NodeTexImage *tex = node->storage;
	int isdata = tex->color_space == SHD_COLORSPACE_NONE;
	int ret;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_environment_empty", in, out);

	if (!in[0].link)
		in[0].link = GPU_builtin(GPU_VIEW_POSITION);

	node_shader_gpu_tex_mapping(mat, node, in, out);

	ret = GPU_stack_link(mat, "node_tex_environment", in, out, GPU_image(ima, iuser, isdata));

	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_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_bsdf_velvet(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[2].link)
		in[2].link = GPU_builtin(GPU_VIEW_NORMAL);

	return GPU_stack_link(mat, "node_bsdf_velvet", in, out);
}
static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[3].link)
		in[3].link = GPU_builtin(GPU_VIEW_NORMAL);

	return GPU_stack_link(mat, "node_bsdf_glass", in, out);
}
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[5].link)
		in[5].link = GPU_builtin(GPU_VIEW_NORMAL);

	return GPU_stack_link(mat, "node_subsurface_scattering", in, out);
}
static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
	GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, "");
	GPUMatType type = GPU_Material_get_type(mat);
	
	if (type == GPU_MATERIAL_TYPE_MESH) {
		return GPU_stack_link(mat, "node_tex_coord", in, out,
		                      GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
		                      GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
		                      GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
	}
	else {
		return GPU_stack_link(mat, "node_tex_coord_background", in, out,
		                      GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
		                      GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), 
		                      GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
	}
}
Пример #15
0
static int node_shader_gpu_tex_noise(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_texco", GPU_builtin(GPU_VIEW_POSITION), in[0].link, &in[0].link);
  }

  node_shader_gpu_tex_mapping(mat, node, in, out);

  return GPU_stack_link(mat, node, "node_tex_noise", in, out);
}
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima= (Image*)node->id;
	ImageUser *iuser= NULL;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_environment_empty", in, out);

	if (!in[0].link)
		in[0].link = GPU_builtin(GPU_VIEW_POSITION);

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_environment", in, out, GPU_image(ima, iuser));
}
Пример #17
0
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima = (Image *)node->id;
	ImageUser *iuser = NULL;
	NodeTexImage *tex = node->storage;
	int isdata = tex->color_space == SHD_COLORSPACE_NONE;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_environment_empty", in, out);

	if (!in[0].link) {
		GPUMatType type = GPU_Material_get_type(mat);
		
		if (type == GPU_MATERIAL_TYPE_MESH)
			in[0].link = GPU_builtin(GPU_VIEW_POSITION);
		else
			GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
	}
	
	node_shader_gpu_tex_mapping(mat, node, in, out);

	if (tex->projection == SHD_PROJ_EQUIRECTANGULAR)
		GPU_stack_link(mat, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
	else
		GPU_stack_link(mat, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
		
	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 true;
}
Пример #18
0
static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
	return GPU_stack_link(mat, "node_bsdf_translucent", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
Пример #19
0
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;
}
Пример #20
0
static int node_shader_gpu_tex_environment(GPUMaterial *mat,
                                           bNode *node,
                                           bNodeExecData *UNUSED(execdata),
                                           GPUNodeStack *in,
                                           GPUNodeStack *out)
{
  Image *ima = (Image *)node->id;
  NodeTexEnvironment *tex = node->storage;

  /* We get the image user from the original node, since GPU image keeps
   * a pointer to it and the dependency refreshes the original. */
  bNode *node_original = node->original ? node->original : node;
  NodeTexImage *tex_original = node_original->storage;
  ImageUser *iuser = &tex_original->iuser;

  GPUNodeLink *outalpha;

  if (!ima) {
    return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
  }

  if (!in[0].link) {
    GPU_link(mat, "node_tex_environment_texco", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
  }

  node_shader_gpu_tex_mapping(mat, node, in, out);

  /* Compute texture coordinate. */
  if (tex->projection == SHD_PROJ_EQUIRECTANGULAR) {
    /* To fix pole issue we clamp the v coordinate. The clamp value depends on the filter size. */
    float clamp_size = (ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART)) ? 1.5 : 0.5;
    GPU_link(mat,
             "node_tex_environment_equirectangular",
             in[0].link,
             GPU_constant(&clamp_size),
             GPU_image(ima, iuser),
             &in[0].link);
  }
  else {
    GPU_link(mat, "node_tex_environment_mirror_ball", in[0].link, &in[0].link);
  }

  /* Sample texture with correct interpolation. */
  switch (tex->interpolation) {
    case SHD_INTERP_LINEAR:
      /* Force the highest mipmap and don't do anisotropic filtering.
       * This is to fix the artifact caused by derivatives discontinuity. */
      GPU_link(mat,
               "node_tex_image_linear_no_mip",
               in[0].link,
               GPU_image(ima, iuser),
               &out[0].link,
               &outalpha);
      break;
    case SHD_INTERP_CLOSEST:
      GPU_link(mat,
               "node_tex_image_nearest",
               in[0].link,
               GPU_image(ima, iuser),
               &out[0].link,
               &outalpha);
      break;
    default:
      GPU_link(
          mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser), &out[0].link, &outalpha);
      break;
  }

  if (out[0].hasoutput) {
    GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
  }

  return true;
}
static int node_shader_gpu_emission(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
	return GPU_stack_link(mat, "node_emission", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
Пример #22
0
static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	/* todo: is incoming vector normalized? */
	return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
}
Пример #23
0
static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	return GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	return GPU_stack_link(mat, "node_ambient_occlusion", in, out, GPU_builtin(GPU_VIEW_NORMAL));
}
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));
}