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
This commit is contained in:
Alexander Romanov 2016-01-23 15:27:36 +03:00
parent e9452f909c
commit a6aaaad979
Notes: blender-bot 2024-04-11 14:26:06 +02:00
Referenced by issue #47227, New Progress Bar Stop Button Does Not Work For Physics Baking
17 changed files with 278 additions and 10 deletions

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@ -159,6 +159,7 @@ shader_node_categories = [
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),

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@ -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)

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@ -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);

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@ -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)

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@ -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

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@ -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 }

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@ -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;

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@ -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_VIEWINV_MATRIX);
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV);
}
break;
}
return NULL;
}
static void node_shader_exec_vect_transform(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
float vec[4];
const float (*mat)[4];
if (data) {
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT)
vec[3] = 1.0f;
else
vec[3] = 0.0f;
mat = get_matrix_from_to((ShaderCallData *)data, nodeprop->convert_from, nodeprop->convert_to);
if (mat) {
mul_m4_v4((float(*)[4])mat, vec);
}
if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
normalize_v3(vec);
copy_v4_v4(out[0]->vec, vec);
}
}
static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
{
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 GPU_builtin(GPU_OBJECT_MATRIX);
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
}
case SHD_VECT_TRANSFORM_SPACE_WORLD:
switch (to) {
case SHD_VECT_TRANSFORM_SPACE_WORLD:
return NULL;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return GPU_builtin(GPU_VIEW_MATRIX);
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
}
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
switch (to) {
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return NULL;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
return GPU_builtin(GPU_INVERSE_VIEW_MATRIX);
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
}
}
return 0;
}
static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
struct GPUNodeLink *inputlink;
struct GPUNodeLink *fromto;
int ret = 0;
const char *vtransform = "direction_transform_m4v3";
const char *ptransform = "point_transform_m4v3";
const char *func_name = 0;
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
if (in[0].hasinput)
inputlink = in[0].link;
else
inputlink = GPU_uniform(in[0].vec);
fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to);
func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform;
if (fromto)
ret = GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
else
ret = GPU_link(mat, "set_rgb", inputlink, &out[0].link);
if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
return GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
return ret;
}
void register_node_type_sh_vect_transform(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_init(&ntype, node_shader_init_vect_transform);
node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out);
node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_transform);
node_type_gpu(&ntype, gpu_shader_vect_transform);
nodeRegisterType(&ntype);
}

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@ -97,6 +97,8 @@ static PyObject *PyInit_gpu(void)
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE);
/* GPU_DYNAMIC_GROUP_LAMP */

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@ -363,6 +363,13 @@ bool RE_is_rendering_allowed(struct Scene *scene, struct Object *camera_override
bool RE_allow_render_generic_object(struct Object *ob);
/* RE_updateRenderInstances flag */
enum {
RE_OBJECT_INSTANCES_UPDATE_VIEW = (1 << 0),
RE_OBJECT_INSTANCES_UPDATE_OBMAT = (1 << 1),
};
void RE_updateRenderInstances(Render *re, int flag);
/******* defined in render_result.c *********/
bool RE_HasFakeLayer(RenderResult *res);

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@ -220,6 +220,22 @@ float RE_bake_make_derivative(struct ImBuf *ibuf, float *heights_buffer, const c
const float height_min, const float height_max,
const float fmult);
enum {
RE_OBJECT_INSTANCE_MATRIX_OB,
RE_OBJECT_INSTANCE_MATRIX_OBINV,
RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW,
RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV,
};
const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4];
enum {
RE_VIEW_MATRIX,
RE_VIEWINV_MATRIX,
};
const float (*RE_render_current_get_matrix(int matrix_id))[4];
#define BAKE_RESULT_OK 0
#define BAKE_RESULT_NO_OBJECTS 1
#define BAKE_RESULT_FEEDBACK_LOOP 2

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@ -353,6 +353,10 @@ typedef struct ObjectInstanceRen {
float mat[4][4], imat[4][4];
float nmat[3][3]; /* nmat is inverse mat tranposed */
float obmat[4][4], obinvmat[4][4];
float localtoviewmat[4][4], localtoviewinvmat[4][4];
short flag;
float dupliorco[3], dupliuv[2];

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@ -119,6 +119,7 @@ struct ObjectInstanceRen *RE_addRenderInstance(
struct Render *re, struct ObjectRen *obr, struct Object *ob, struct Object *par,
int index, int psysindex, float mat[4][4], int lay, const struct DupliObject *dob);
void RE_makeRenderInstances(struct Render *re);
void RE_updateRenderInstance(Render *re, ObjectInstanceRen *obi, int flag);
void RE_instance_rotate_ray_start(struct ObjectInstanceRen *obi, struct Isect *is);
void RE_instance_rotate_ray_dir(struct ObjectInstanceRen *obi, struct Isect *is);

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@ -1363,6 +1363,26 @@ void project_renderdata(Render *re,
/* ------------------------------------------------------------------------- */
void RE_updateRenderInstance(Render *re, ObjectInstanceRen *obi, int flag)
{
/* flag specifies what things have changed. */
if (flag & RE_OBJECT_INSTANCES_UPDATE_OBMAT) {
copy_m4_m4(obi->obmat, obi->ob->obmat);
invert_m4_m4(obi->obinvmat, obi->obmat);
}
if (flag & RE_OBJECT_INSTANCES_UPDATE_VIEW) {
mul_m4_m4m4(obi->localtoviewmat, re->viewmat, obi->obmat);
mul_m4_m4m4(obi->localtoviewinvmat, obi->obinvmat, re->viewinv);
}
}
void RE_updateRenderInstances(Render *re, int flag)
{
int i = 0;
for (i = 0; i < re->totinstance; i++)
RE_updateRenderInstance(re, &re->objectinstance[i], flag);
}
ObjectInstanceRen *RE_addRenderInstance(
Render *re, ObjectRen *obr, Object *ob, Object *par,
int index, int psysindex, float mat[4][4], int lay, const DupliObject *dob)
@ -1407,6 +1427,8 @@ ObjectInstanceRen *RE_addRenderInstance(
}
}
RE_updateRenderInstance(re, obi, RE_OBJECT_INSTANCES_UPDATE_OBMAT | RE_OBJECT_INSTANCES_UPDATE_VIEW);
if (mat) {
copy_m4_m4(obi->mat, mat);
copy_m3_m4(mat3, mat);

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@ -2112,3 +2112,31 @@ float RE_lamp_get_data(ShadeInput *shi, Object *lamp_obj, float col[4], float lv
return 0.0f;
}
const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4]
{
if (obi) {
switch (matrix_id) {
case RE_OBJECT_INSTANCE_MATRIX_OB:
return (const float(*)[4])obi->obmat;
case RE_OBJECT_INSTANCE_MATRIX_OBINV:
return (const float(*)[4])obi->obinvmat;
case RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW:
return (const float(*)[4])obi->localtoviewmat;
case RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV:
return (const float(*)[4])obi->localtoviewinvmat;
}
}
return NULL;
}
const float (*RE_render_current_get_matrix(int matrix_id))[4]
{
switch(matrix_id) {
case RE_VIEW_MATRIX:
return (const float(*)[4])R.viewmat;
case RE_VIEWINV_MATRIX:
return (const float(*)[4])R.viewinv;
}
return NULL;
}

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@ -263,6 +263,8 @@ void RE_sample_material_color(
struct Render *RE_GetRender(const char *name) RET_NULL
struct Object *RE_GetCamera(struct Render *re) RET_NULL
float RE_lamp_get_data(struct ShadeInput *shi, struct Object *lamp_obj, float col[4], float lv[3], float *dist, float shadow[4]) RET_ZERO
const float (*RE_object_instance_get_matrix(struct ObjectInstanceRen *obi, int matrix_id))[4] RET_NULL
const float (*RE_render_current_get_matrix(int matrix_id))[4] RET_NULL
/* blenkernel */
bool BKE_paint_proj_mesh_data_check(struct Scene *scene, struct Object *ob, bool *uvs, bool *mat, bool *tex, bool *stencil) RET_ZERO

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@ -74,8 +74,8 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
float viewmat[4][4], viewinvmat[4][4];
const MT_Matrix4x4& view = rasty->GetViewMatrix();
const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
view.getValue(&viewmat[0][0]);
viewinv.getValue(&viewinvmat[0][0]);
GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
}
@ -148,7 +148,7 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
float obmat[4][4], obcol[4];
float obmat[4][4], viewmat[4][4], obcol[4];
GPUMaterial *gpumat;
gpumat = mGPUMat;
@ -160,15 +160,16 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
model.setValue(ms.m_OpenGLMatrix);
// note: getValue gives back column major as needed by OpenGL
model.getValue((float*)obmat);
model.getValue(&obmat[0][0]);
if (ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float *)obcol);
ms.m_RGBAcolor.getValue(&obcol[0]);
else
obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
rasty->GetViewMatrix().getValue(&viewmat[0][0]);
float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale, NULL);
GPU_material_bind_uniforms(gpumat, obmat, viewmat, obcol, auto_bump_scale, NULL);
mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}