BI Viewport(GLSL): support for envmap in Texture node

This patch is another step to achieve BI and it's Viewport consistency for cubemap textures.
{F318879}

To test world_space_shading flag D2072 is required.

Alexander (Blend4Web Team)

Reviewers: campbellbarton, brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2074
This commit is contained in:
Alexander Romanov 2016-07-04 11:19:13 +03:00
parent 4aaf5baccf
commit d4eb28ab7e
2 changed files with 23 additions and 3 deletions

View File

@ -1358,6 +1358,13 @@ void mtex_cube_map(vec3 co, samplerCube ima, out float value, out vec4 color)
value = 1.0;
}
void mtex_cube_map_refl_from_refldir(
samplerCube ima, vec3 reflecteddirection, out float value, out vec4 color)
{
color = textureCube(ima, reflecteddirection);
value = 1.0;
}
void mtex_cube_map_refl(
samplerCube ima, vec3 vp, vec3 vn, mat4 viewmatrixinverse, mat4 viewmatrix,
out float value, out vec4 color)

View File

@ -33,6 +33,8 @@
#include "node_shader_util.h"
#include "GPU_material.h"
/* **************** TEXTURE ******************** */
static bNodeSocketTemplate sh_node_texture_in[] = {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */
@ -121,9 +123,20 @@ static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUS
{
Tex *tex = (Tex *)node->id;
if (tex && tex->type == TEX_IMAGE && tex->ima) {
GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
GPU_stack_link(mat, "texture_image", in, out, texlink);
if (tex && tex->ima && (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)) {
if (tex->type == TEX_IMAGE) {
GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
GPU_stack_link(mat, "texture_image", in, out, texlink);
}
else { /* TEX_ENVMAP */
if (!in[0].link)
in[0].link = GPU_uniform(in[0].vec);
if (!GPU_material_use_world_space_shading(mat))
GPU_link(mat, "direction_transform_m4v3", in[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[0].link);
GPU_link(mat, "mtex_cube_map_refl_from_refldir",
GPU_cube_map(tex->ima, &tex->iuser, false), in[0].link, &out[0].link, &out[1].link);
GPU_link(mat, "color_to_normal", out[1].link, &out[2].link);
}
ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&