Пример #1
0
// Used only for VSM shader with geometry instancing support.
void GPU_shader_bind_instancing_attrib(GPUShader *shader, void *matrixoffset, void *positionoffset, unsigned int stride)
{
	int posloc = GPU_shader_get_attribute(shader, GPU_builtin_name(GPU_INSTANCING_POSITION_ATTRIB));
	int matloc = GPU_shader_get_attribute(shader, GPU_builtin_name(GPU_INSTANCING_MATRIX_ATTRIB));

	// Matrix
	if (matloc != -1) {
		glEnableVertexAttribArrayARB(matloc);
		glEnableVertexAttribArrayARB(matloc + 1);
		glEnableVertexAttribArrayARB(matloc + 2);

		glVertexAttribPointerARB(matloc, 3, GL_FLOAT, GL_FALSE, stride, matrixoffset);
		glVertexAttribPointerARB(matloc + 1, 3, GL_FLOAT, GL_FALSE, stride, ((char *)matrixoffset) + 3 * sizeof(float));
		glVertexAttribPointerARB(matloc + 2, 3, GL_FLOAT, GL_FALSE, stride, ((char *)matrixoffset) + 6 * sizeof(float));

		glVertexAttribDivisorARB(matloc, 1);
		glVertexAttribDivisorARB(matloc + 1, 1);
		glVertexAttribDivisorARB(matloc + 2, 1);
	}

	// Position
	if (posloc != -1) {
		glEnableVertexAttribArrayARB(posloc);
		glVertexAttribPointerARB(posloc, 3, GL_FLOAT, GL_FALSE, stride, positionoffset);
		glVertexAttribDivisorARB(posloc, 1);
	}
}
static int codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
{
	GPUNode *node;
	GPUInput *input;
	const char *name;
	int builtins = 0;

	/* print uniforms */
	for (node=nodes->first; node; node=node->next) {
		for (input=node->inputs.first; input; input=input->next) {
			if ((input->source == GPU_SOURCE_TEX) || (input->source == GPU_SOURCE_TEX_PIXEL)) {
				/* create exactly one sampler for each texture */
				if (codegen_input_has_texture(input) && input->bindtex)
					BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
						(input->textype == GPU_TEX2D) ? "sampler2D" : "sampler2DShadow",
						input->texid);
			}
			else if (input->source == GPU_SOURCE_BUILTIN) {
				/* only define each builting uniform/varying once */
				if (!(builtins & input->builtin)) {
					builtins |= input->builtin;
					name = GPU_builtin_name(input->builtin);

					if (gpu_str_prefix(name, "unf")) {
						BLI_dynstr_appendf(ds, "uniform %s %s;\n",
							GPU_DATATYPE_STR[input->type], name);
					}
					else {
						BLI_dynstr_appendf(ds, "varying %s %s;\n",
							GPU_DATATYPE_STR[input->type], name);
					}
				}
			}
			else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
				if (input->dynamicvec) {
					/* only create uniforms for dynamic vectors */
					BLI_dynstr_appendf(ds, "uniform %s unf%d;\n",
						GPU_DATATYPE_STR[input->type], input->id);
				}
				else {
					/* for others use const so the compiler can do folding */
					BLI_dynstr_appendf(ds, "const %s cons%d = ",
						GPU_DATATYPE_STR[input->type], input->id);
					codegen_print_datatype(ds, input->type, input->vec);
					BLI_dynstr_append(ds, ";\n");
				}
			}
			else if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
				BLI_dynstr_appendf(ds, "varying %s var%d;\n",
					GPU_DATATYPE_STR[input->type], input->attribid);
			}
		}
	}

	BLI_dynstr_append(ds, "\n");

	return builtins;
}
Пример #3
0
static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *finaloutput)
{
	GPUNode *node;
	GPUInput *input;
	GPUOutput *output;

	for (node = nodes->first; node; node = node->next) {
		BLI_dynstr_appendf(ds, "\t%s(", node->name);
		
		for (input = node->inputs.first; input; input = input->next) {
			if (input->source == GPU_SOURCE_TEX) {
				BLI_dynstr_appendf(ds, "samp%d", input->texid);
				if (input->link)
					BLI_dynstr_appendf(ds, ", gl_TexCoord[%d].st", input->texid);
			}
			else if (input->source == GPU_SOURCE_TEX_PIXEL) {
				codegen_convert_datatype(ds, input->link->output->type, input->type,
					"tmp", input->link->output->id);
			}
			else if (input->source == GPU_SOURCE_BUILTIN) {
				if (input->builtin == GPU_VIEW_NORMAL)
					BLI_dynstr_append(ds, "facingnormal");
				else
					BLI_dynstr_append(ds, GPU_builtin_name(input->builtin));
			}
			else if (input->source == GPU_SOURCE_VEC_UNIFORM) {
				if (input->dynamicvec)
					BLI_dynstr_appendf(ds, "unf%d", input->id);
				else
					BLI_dynstr_appendf(ds, "cons%d", input->id);
			}
			else if (input->source == GPU_SOURCE_ATTRIB) {
				BLI_dynstr_appendf(ds, "var%d", input->attribid);
			}
			else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
				if (input->oglbuiltin == GPU_MATCAP_NORMAL)
					BLI_dynstr_append(ds, "gl_SecondaryColor");
				else if (input->oglbuiltin == GPU_COLOR)
					BLI_dynstr_append(ds, "gl_Color");
			}

			BLI_dynstr_append(ds, ", ");
		}

		for (output = node->outputs.first; output; output = output->next) {
			BLI_dynstr_appendf(ds, "tmp%d", output->id);
			if (output->next)
				BLI_dynstr_append(ds, ", ");
		}

		BLI_dynstr_append(ds, ");\n");
	}

	BLI_dynstr_append(ds, "\n\tgl_FragColor = ");
	codegen_convert_datatype(ds, finaloutput->type, GPU_VEC4, "tmp", finaloutput->id);
	BLI_dynstr_append(ds, ";\n");
}
Пример #4
0
void GPU_shader_unbind_instancing_attrib(GPUShader *shader)
{
	int posloc = GPU_shader_get_attribute(shader, GPU_builtin_name(GPU_INSTANCING_POSITION_ATTRIB));
	int matloc = GPU_shader_get_attribute(shader, GPU_builtin_name(GPU_INSTANCING_MATRIX_ATTRIB));

	// Matrix
	if (matloc != -1) {
		glDisableVertexAttribArrayARB(matloc);
		glDisableVertexAttribArrayARB(matloc + 1);
		glDisableVertexAttribArrayARB(matloc + 2);

		glVertexAttribDivisorARB(matloc, 0);
		glVertexAttribDivisorARB(matloc + 1, 0);
		glVertexAttribDivisorARB(matloc + 2, 0);
	}

	// Position
	if (posloc != -1) {
		glDisableVertexAttribArrayARB(posloc);
		glVertexAttribDivisorARB(posloc, 0);
	}
}