GPULamp: Separate GPULamp from GPUMaterial

Since we need GPULamps for draw engines, it makes sense to separate them.
This commit is contained in:
Clément Foucault 2017-04-03 15:38:00 +02:00
parent 8e0bfee1e5
commit eca256bc32
12 changed files with 648 additions and 463 deletions

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@ -129,7 +129,7 @@
#include "CCGSubSurf.h"
#include "GPU_material.h"
#include "GPU_lamp.h"
/* Vertex parent modifies original BMesh which is not safe for threading.
* Ideally such a modification should be handled as a separate DAG update

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@ -115,7 +115,7 @@
#include "UI_resources.h"
#include "GPU_material.h"
#include "GPU_lamp.h"
#include "object_intern.h"

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@ -55,6 +55,7 @@
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_buffers.h"

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@ -97,6 +97,7 @@
#include "GPU_draw.h"
#include "GPU_framebuffer.h"
#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_compositing.h"
#include "GPU_extensions.h"

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@ -61,6 +61,7 @@ set(SRC
intern/gpu_framebuffer.c
intern/gpu_immediate.c
intern/gpu_init_exit.c
intern/gpu_lamp.c
intern/gpu_material.c
intern/gpu_matrix.c
intern/gpu_select.c
@ -114,6 +115,7 @@ set(SRC
intern/gpu_codegen.h
intern/gpu_private.h
intern/gpu_lamp_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.h
)

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@ -0,0 +1,75 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel, Clément Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_lamp.h
* \ingroup gpu
*/
#ifndef __GPU_LAMP_H__
#define __GPU_LAMP_H__
#ifdef __cplusplus
extern "C" {
#endif
struct Scene;
struct Object;
struct RenderEngineType;
typedef struct GPULamp GPULamp;
typedef struct LampEngineData {
struct GPUFrameBuffer *framebuffers[4];
struct GPUTexture *textures[4];
void *storage[4];
} LampEngineData;
GPULamp *GPU_lamp_from_engine(struct Scene *scene, struct Object *ob, Object *par, struct RenderEngineType *re);
GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
void GPU_lamp_free(struct Object *ob);
bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
void GPU_lamp_update_buffer_mats(GPULamp *lamp);
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
int GPU_lamp_shadow_bind_code(GPULamp *lamp);
float *GPU_lamp_dynpersmat(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
float coeff_const, float coeff_lin, float coeff_quad);
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
int GPU_lamp_shadow_layer(GPULamp *lamp);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_LAMP_H__ */

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@ -45,7 +45,6 @@ struct Image;
struct ImageUser;
struct Material;
struct Object;
struct Image;
struct Scene;
struct SceneRenderLayer;
struct GPUVertexAttribs;
@ -61,7 +60,7 @@ struct World;
typedef struct GPUNode GPUNode;
typedef struct GPUNodeLink GPUNodeLink;
typedef struct GPUMaterial GPUMaterial;
typedef struct GPULamp GPULamp;
typedef struct GPUParticleInfo GPUParticleInfo;
/* Functions to create GPU Materials nodes */
@ -224,7 +223,6 @@ void GPU_material_free(struct ListBase *gpumaterial);
void GPU_materials_free(void);
bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
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);
@ -310,26 +308,8 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
void GPU_free_shader_export(GPUShaderExport *shader);
/* Lamps */
GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
void GPU_lamp_free(struct Object *ob);
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
void GPU_lamp_update_buffer_mats(GPULamp *lamp);
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
int GPU_lamp_shadow_bind_code(GPULamp *lamp);
float *GPU_lamp_dynpersmat(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
float coeff_const, float coeff_lin, float coeff_quad);
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
int GPU_lamp_shadow_layer(GPULamp *lamp);
GPUNodeLink *GPU_lamp_get_data(
GPUMaterial *mat, GPULamp *lamp,
GPUMaterial *mat, struct GPULamp *lamp,
GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy);
/* World */

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@ -0,0 +1,475 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel, Clément Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_lamp.c
* \ingroup gpu
*
* Manages Opengl lights.
*/
#include "MEM_guardedalloc.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_group.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_lamp_private.h"
bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
{
if (srl && srl->light_override)
return BKE_group_object_exists(srl->light_override, lamp->ob);
else if (ma && ma->group)
return BKE_group_object_exists(ma->group, lamp->ob);
else
return true;
}
static void gpu_lamp_calc_winmat(GPULamp *lamp)
{
float temp, angle, pixsize, wsize;
if (lamp->type == LA_SUN) {
wsize = lamp->la->shadow_frustum_size;
orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
else if (lamp->type == LA_SPOT) {
angle = saacos(lamp->spotsi);
temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
pixsize = lamp->d / temp;
wsize = pixsize * 0.5f * lamp->size;
/* compute shadows according to X and Y scaling factors */
perspective_m4(
lamp->winmat,
-wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
-wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
lamp->d, lamp->clipend);
}
}
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
{
float mat[4][4];
float obmat_scale[3];
lamp->lay = lay;
lamp->hide = hide;
normalize_m4_m4_ex(mat, obmat, obmat_scale);
copy_v3_v3(lamp->vec, mat[2]);
copy_v3_v3(lamp->co, mat[3]);
copy_m4_m4(lamp->obmat, mat);
invert_m4_m4(lamp->imat, mat);
if (lamp->type == LA_SPOT) {
/* update spotlamp scale on X and Y axis */
lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
}
if (GPU_lamp_has_shadow_buffer(lamp)) {
/* makeshadowbuf */
gpu_lamp_calc_winmat(lamp);
}
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
{
lamp->energy = energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = r;
lamp->col[1] = g;
lamp->col[2] = b;
}
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
float coeff_const, float coeff_lin, float coeff_quad)
{
lamp->dist = distance;
lamp->att1 = att1;
lamp->att2 = att2;
lamp->coeff_const = coeff_const;
lamp->coeff_lin = coeff_lin;
lamp->coeff_quad = coeff_quad;
}
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
{
lamp->spotsi = cosf(spotsize * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
}
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
{
lamp->scene = scene;
lamp->ob = ob;
lamp->par = par;
lamp->la = la;
/* add_render_lamp */
lamp->mode = la->mode;
lamp->type = la->type;
lamp->energy = la->energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = la->r;
lamp->col[1] = la->g;
lamp->col[2] = la->b;
GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
lamp->spotsi = la->spotsize;
if (lamp->mode & LA_HALO)
if (lamp->spotsi > DEG2RADF(170.0f))
lamp->spotsi = DEG2RADF(170.0f);
lamp->spotsi = cosf(lamp->spotsi * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
lamp->k = la->k;
lamp->dist = la->dist;
lamp->falloff_type = la->falloff_type;
lamp->att1 = la->att1;
lamp->att2 = la->att2;
lamp->coeff_const = la->coeff_const;
lamp->coeff_lin = la->coeff_lin;
lamp->coeff_quad = la->coeff_quad;
lamp->curfalloff = la->curfalloff;
/* initshadowbuf */
lamp->bias = 0.02f * la->bias;
lamp->size = la->bufsize;
lamp->d = la->clipsta;
lamp->clipend = la->clipend;
/* arbitrary correction for the fact we do no soft transition */
lamp->bias *= 0.25f;
}
static void gpu_lamp_shadow_free(GPULamp *lamp)
{
if (lamp->tex) {
GPU_texture_free(lamp->tex);
lamp->tex = NULL;
}
if (lamp->depthtex) {
GPU_texture_free(lamp->depthtex);
lamp->depthtex = NULL;
}
if (lamp->fb) {
GPU_framebuffer_free(lamp->fb);
lamp->fb = NULL;
}
if (lamp->blurtex) {
GPU_texture_free(lamp->blurtex);
lamp->blurtex = NULL;
}
if (lamp->blurfb) {
GPU_framebuffer_free(lamp->blurfb);
lamp->blurfb = NULL;
}
}
static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size)
{
return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL);
}
GPULamp *GPU_lamp_from_engine(Scene *scene, Object *ob, Object *par, struct RenderEngineType *re)
{
GPULamp *lamp;
LinkData *link;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = (GPULamp *)link->data;
if ((lamp->par == par) && (lamp->scene == scene) && (lamp->re == re))
return link->data;
}
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
link = MEM_callocN(sizeof(LinkData), "GPULampLink");
link->data = lamp;
BLI_addtail(&ob->gpulamp, link);
lamp->scene = scene;
lamp->ob = ob;
lamp->par = par;
lamp->la = ob->data;
lamp->re = re;
return lamp;
}
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
{
Lamp *la;
GPULamp *lamp;
LinkData *link;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = (GPULamp *)link->data;
if (lamp->par == par && lamp->scene == scene)
return link->data;
}
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
link = MEM_callocN(sizeof(LinkData), "GPULampLink");
link->data = lamp;
BLI_addtail(&ob->gpulamp, link);
la = ob->data;
gpu_lamp_from_blender(scene, ob, par, la, lamp);
if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
(la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
{
/* opengl */
lamp->fb = GPU_framebuffer_create();
if (!lamp->fb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
/* Shadow depth map */
lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->depthtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* Shadow color map */
lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* FBO and texture for blurring */
lamp->blurfb = GPU_framebuffer_create();
if (!lamp->blurfb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5);
if (!lamp->blurtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* we need to properly bind to test for completeness */
GPU_texture_bind_as_framebuffer(lamp->blurtex);
if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
}
else {
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
}
GPU_framebuffer_restore();
lamp->shadow_color[0] = la->shdwr;
lamp->shadow_color[1] = la->shdwg;
lamp->shadow_color[2] = la->shdwb;
}
else {
lamp->shadow_color[0] = 1.0;
lamp->shadow_color[1] = 1.0;
lamp->shadow_color[2] = 1.0;
}
return lamp;
}
void GPU_lamp_free(Object *ob)
{
GPULamp *lamp;
LinkData *link;
LinkData *nlink;
Material *ma;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = link->data;
while (lamp->materials.first) {
nlink = lamp->materials.first;
ma = nlink->data;
BLI_freelinkN(&lamp->materials, nlink);
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
}
gpu_lamp_shadow_free(lamp);
MEM_freeN(lamp);
}
BLI_freelistN(&ob->gpulamp);
}
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
{
return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
!(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
lamp->tex && lamp->fb);
}
void GPU_lamp_update_buffer_mats(GPULamp *lamp)
{
float rangemat[4][4], persmat[4][4];
/* initshadowbuf */
invert_m4_m4(lamp->viewmat, lamp->obmat);
normalize_v3(lamp->viewmat[0]);
normalize_v3(lamp->viewmat[1]);
normalize_v3(lamp->viewmat[2]);
/* makeshadowbuf */
mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
/* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
unit_m4(rangemat);
rangemat[0][0] = 0.5f;
rangemat[1][1] = 0.5f;
rangemat[2][2] = 0.5f;
rangemat[3][0] = 0.5f;
rangemat[3][1] = 0.5f;
rangemat[3][2] = 0.5f;
mul_m4_m4m4(lamp->persmat, rangemat, persmat);
}
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
{
GPU_lamp_update_buffer_mats(lamp);
/* opengl */
glDisable(GL_SCISSOR_TEST);
GPU_texture_bind_as_framebuffer(lamp->tex);
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
/* set matrices */
copy_m4_m4(viewmat, lamp->viewmat);
copy_m4_m4(winmat, lamp->winmat);
*winsize = lamp->size;
}
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_shader_unbind();
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}
GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
{
return lamp->la->shadowmap_type;
}
int GPU_lamp_shadow_bind_code(GPULamp *lamp)
{
return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
}
float *GPU_lamp_dynpersmat(GPULamp *lamp)
{
return &lamp->dynpersmat[0][0];
}
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
return lamp->lay;
else
return -1;
}

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@ -0,0 +1,86 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel, Clément Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gpu_lamp_private.h
* \ingroup gpu
*/
#ifndef __GPU_LAMP_PRIVATE_H__
#define __GPU_LAMP_PRIVATE_H__
#include "BLI_sys_types.h" /* for bool */
struct GPULamp {
Scene *scene;
Object *ob;
Object *par;
Lamp *la;
struct RenderEngineType *re;
/* Old Viewport (pre-2.8) */
int type, mode, lay, hide;
float dynenergy, dyncol[3];
float energy, col[3];
float co[3], vec[3];
float dynco[3], dynvec[3];
float obmat[4][4];
float imat[4][4];
float dynimat[4][4];
float spotsi, spotbl, k;
float spotvec[2];
float dyndist, dynatt1, dynatt2;
float dist, att1, att2;
float coeff_const, coeff_lin, coeff_quad;
float shadow_color[3];
float bias, d, clipend;
int size;
int falloff_type;
struct CurveMapping *curfalloff;
float winmat[4][4];
float viewmat[4][4];
float persmat[4][4];
float dynpersmat[4][4];
GPUFrameBuffer *fb;
GPUFrameBuffer *blurfb;
GPUTexture *tex;
GPUTexture *depthtex;
GPUTexture *blurtex;
ListBase materials;
/* New viewport */
struct LampEngineData data;
};
#endif /* __GPU_LAMP_PRIVATE_H__ */

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@ -60,11 +60,13 @@
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "gpu_codegen.h"
#include "gpu_lamp_private.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_DerivedMesh.h"
@ -128,50 +130,6 @@ struct GPUMaterial {
bool is_opensubdiv;
};
struct GPULamp {
Scene *scene;
Object *ob;
Object *par;
Lamp *la;
int type, mode, lay, hide;
float dynenergy, dyncol[3];
float energy, col[3];
float co[3], vec[3];
float dynco[3], dynvec[3];
float obmat[4][4];
float imat[4][4];
float dynimat[4][4];
float spotsi, spotbl, k;
float spotvec[2];
float dyndist, dynatt1, dynatt2;
float dist, att1, att2;
float coeff_const, coeff_lin, coeff_quad;
float shadow_color[3];
float bias, d, clipend;
int size;
int falloff_type;
struct CurveMapping *curfalloff;
float winmat[4][4];
float viewmat[4][4];
float persmat[4][4];
float dynpersmat[4][4];
GPUFrameBuffer *fb;
GPUFrameBuffer *blurfb;
GPUTexture *tex;
GPUTexture *depthtex;
GPUTexture *blurtex;
ListBase materials;
};
/* Forward declaration so shade_light_textures() can use this, while still keeping the code somewhat organized */
static void texture_rgb_blend(
GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg,
@ -308,16 +266,6 @@ void GPU_material_free(ListBase *gpumaterial)
BLI_freelistN(gpumaterial);
}
bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
{
if (srl && srl->light_override)
return BKE_group_object_exists(srl->light_override, lamp->ob);
else if (ma && ma->group)
return BKE_group_object_exists(ma->group, lamp->ob);
else
return true;
}
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
@ -2222,391 +2170,6 @@ void GPU_materials_free(void)
/* Lamps and shadow buffers */
static void gpu_lamp_calc_winmat(GPULamp *lamp)
{
float temp, angle, pixsize, wsize;
if (lamp->type == LA_SUN) {
wsize = lamp->la->shadow_frustum_size;
orthographic_m4(lamp->winmat, -wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
else if (lamp->type == LA_SPOT) {
angle = saacos(lamp->spotsi);
temp = 0.5f * lamp->size * cosf(angle) / sinf(angle);
pixsize = lamp->d / temp;
wsize = pixsize * 0.5f * lamp->size;
/* compute shadows according to X and Y scaling factors */
perspective_m4(
lamp->winmat,
-wsize * lamp->spotvec[0], wsize * lamp->spotvec[0],
-wsize * lamp->spotvec[1], wsize * lamp->spotvec[1],
lamp->d, lamp->clipend);
}
}
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4])
{
float mat[4][4];
float obmat_scale[3];
lamp->lay = lay;
lamp->hide = hide;
normalize_m4_m4_ex(mat, obmat, obmat_scale);
copy_v3_v3(lamp->vec, mat[2]);
copy_v3_v3(lamp->co, mat[3]);
copy_m4_m4(lamp->obmat, mat);
invert_m4_m4(lamp->imat, mat);
if (lamp->type == LA_SPOT) {
/* update spotlamp scale on X and Y axis */
lamp->spotvec[0] = obmat_scale[0] / obmat_scale[2];
lamp->spotvec[1] = obmat_scale[1] / obmat_scale[2];
}
if (GPU_lamp_has_shadow_buffer(lamp)) {
/* makeshadowbuf */
gpu_lamp_calc_winmat(lamp);
}
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
{
lamp->energy = energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = r;
lamp->col[1] = g;
lamp->col[2] = b;
}
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
float coeff_const, float coeff_lin, float coeff_quad)
{
lamp->dist = distance;
lamp->att1 = att1;
lamp->att2 = att2;
lamp->coeff_const = coeff_const;
lamp->coeff_lin = coeff_lin;
lamp->coeff_quad = coeff_quad;
}
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend)
{
lamp->spotsi = cosf(spotsize * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * spotblend;
}
static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *la, GPULamp *lamp)
{
lamp->scene = scene;
lamp->ob = ob;
lamp->par = par;
lamp->la = la;
/* add_render_lamp */
lamp->mode = la->mode;
lamp->type = la->type;
lamp->energy = la->energy;
if (lamp->mode & LA_NEG) lamp->energy = -lamp->energy;
lamp->col[0] = la->r;
lamp->col[1] = la->g;
lamp->col[2] = la->b;
GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), ob->obmat);
lamp->spotsi = la->spotsize;
if (lamp->mode & LA_HALO)
if (lamp->spotsi > DEG2RADF(170.0f))
lamp->spotsi = DEG2RADF(170.0f);
lamp->spotsi = cosf(lamp->spotsi * 0.5f);
lamp->spotbl = (1.0f - lamp->spotsi) * la->spotblend;
lamp->k = la->k;
lamp->dist = la->dist;
lamp->falloff_type = la->falloff_type;
lamp->att1 = la->att1;
lamp->att2 = la->att2;
lamp->coeff_const = la->coeff_const;
lamp->coeff_lin = la->coeff_lin;
lamp->coeff_quad = la->coeff_quad;
lamp->curfalloff = la->curfalloff;
/* initshadowbuf */
lamp->bias = 0.02f * la->bias;
lamp->size = la->bufsize;
lamp->d = la->clipsta;
lamp->clipend = la->clipend;
/* arbitrary correction for the fact we do no soft transition */
lamp->bias *= 0.25f;
}
static void gpu_lamp_shadow_free(GPULamp *lamp)
{
if (lamp->tex) {
GPU_texture_free(lamp->tex);
lamp->tex = NULL;
}
if (lamp->depthtex) {
GPU_texture_free(lamp->depthtex);
lamp->depthtex = NULL;
}
if (lamp->fb) {
GPU_framebuffer_free(lamp->fb);
lamp->fb = NULL;
}
if (lamp->blurtex) {
GPU_texture_free(lamp->blurtex);
lamp->blurtex = NULL;
}
if (lamp->blurfb) {
GPU_framebuffer_free(lamp->blurfb);
lamp->blurfb = NULL;
}
}
static GPUTexture *gpu_lamp_create_vsm_shadow_map(int size)
{
return GPU_texture_create_2D_custom(size, size, 2, GPU_RG32F, NULL, NULL);
}
GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
{
Lamp *la;
GPULamp *lamp;
LinkData *link;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = (GPULamp *)link->data;
if (lamp->par == par && lamp->scene == scene)
return link->data;
}
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
link = MEM_callocN(sizeof(LinkData), "GPULampLink");
link->data = lamp;
BLI_addtail(&ob->gpulamp, link);
la = ob->data;
gpu_lamp_from_blender(scene, ob, par, la, lamp);
if ((la->type == LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) ||
(la->type == LA_SUN && (la->mode & LA_SHAD_RAY)))
{
/* opengl */
lamp->fb = GPU_framebuffer_create();
if (!lamp->fb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
/* Shadow depth map */
lamp->depthtex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->depthtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->depthtex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* Shadow color map */
lamp->tex = gpu_lamp_create_vsm_shadow_map(lamp->size);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* FBO and texture for blurring */
lamp->blurfb = GPU_framebuffer_create();
if (!lamp->blurfb) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
lamp->blurtex = gpu_lamp_create_vsm_shadow_map(lamp->size * 0.5);
if (!lamp->blurtex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->blurfb, lamp->blurtex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
/* we need to properly bind to test for completeness */
GPU_texture_bind_as_framebuffer(lamp->blurtex);
if (!GPU_framebuffer_check_valid(lamp->blurfb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
GPU_framebuffer_texture_unbind(lamp->blurfb, lamp->blurtex);
}
else {
lamp->tex = GPU_texture_create_depth(lamp->size, lamp->size, NULL);
if (!lamp->tex) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_texture_attach(lamp->fb, lamp->tex, 0)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
if (!GPU_framebuffer_check_valid(lamp->fb, NULL)) {
gpu_lamp_shadow_free(lamp);
return lamp;
}
}
GPU_framebuffer_restore();
lamp->shadow_color[0] = la->shdwr;
lamp->shadow_color[1] = la->shdwg;
lamp->shadow_color[2] = la->shdwb;
}
else {
lamp->shadow_color[0] = 1.0;
lamp->shadow_color[1] = 1.0;
lamp->shadow_color[2] = 1.0;
}
return lamp;
}
void GPU_lamp_free(Object *ob)
{
GPULamp *lamp;
LinkData *link;
LinkData *nlink;
Material *ma;
for (link = ob->gpulamp.first; link; link = link->next) {
lamp = link->data;
while (lamp->materials.first) {
nlink = lamp->materials.first;
ma = nlink->data;
BLI_freelinkN(&lamp->materials, nlink);
if (ma->gpumaterial.first)
GPU_material_free(&ma->gpumaterial);
}
gpu_lamp_shadow_free(lamp);
MEM_freeN(lamp);
}
BLI_freelistN(&ob->gpulamp);
}
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp)
{
return (!(lamp->scene->gm.flag & GAME_GLSL_NO_SHADOWS) &&
!(lamp->scene->gm.flag & GAME_GLSL_NO_LIGHTS) &&
lamp->tex && lamp->fb);
}
void GPU_lamp_update_buffer_mats(GPULamp *lamp)
{
float rangemat[4][4], persmat[4][4];
/* initshadowbuf */
invert_m4_m4(lamp->viewmat, lamp->obmat);
normalize_v3(lamp->viewmat[0]);
normalize_v3(lamp->viewmat[1]);
normalize_v3(lamp->viewmat[2]);
/* makeshadowbuf */
mul_m4_m4m4(persmat, lamp->winmat, lamp->viewmat);
/* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
unit_m4(rangemat);
rangemat[0][0] = 0.5f;
rangemat[1][1] = 0.5f;
rangemat[2][2] = 0.5f;
rangemat[3][0] = 0.5f;
rangemat[3][1] = 0.5f;
rangemat[3][2] = 0.5f;
mul_m4_m4m4(lamp->persmat, rangemat, persmat);
}
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4])
{
GPU_lamp_update_buffer_mats(lamp);
/* opengl */
glDisable(GL_SCISSOR_TEST);
GPU_texture_bind_as_framebuffer(lamp->tex);
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE)
GPU_shader_bind(GPU_shader_get_builtin_shader(GPU_SHADER_VSM_STORE));
/* set matrices */
copy_m4_m4(viewmat, lamp->viewmat);
copy_m4_m4(winmat, lamp->winmat);
*winsize = lamp->size;
}
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp)
{
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_shader_unbind();
GPU_framebuffer_blur(lamp->fb, lamp->tex, lamp->blurfb, lamp->blurtex);
}
GPU_framebuffer_texture_unbind(lamp->fb, lamp->tex);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);
}
int GPU_lamp_shadow_buffer_type(GPULamp *lamp)
{
return lamp->la->shadowmap_type;
}
int GPU_lamp_shadow_bind_code(GPULamp *lamp)
{
return lamp->tex ? GPU_texture_opengl_bindcode(lamp->tex) : -1;
}
float *GPU_lamp_dynpersmat(GPULamp *lamp)
{
return &lamp->dynpersmat[0][0];
}
int GPU_lamp_shadow_layer(GPULamp *lamp)
{
if (lamp->fb && lamp->tex && (lamp->mode & (LA_LAYER | LA_LAYER_SHADOW)))
return lamp->lay;
else
return -1;
}
GPUNodeLink *GPU_lamp_get_data(
GPUMaterial *mat, GPULamp *lamp,
GPUNodeLink **r_col, GPUNodeLink **r_lv, GPUNodeLink **r_dist, GPUNodeLink **r_shadow, GPUNodeLink **r_energy)

View File

@ -76,6 +76,7 @@
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
#include "GPU_lamp.h"
#include "GPU_material.h"

View File

@ -43,6 +43,7 @@
#include "DNA_lamp_types.h"
#include "DNA_scene_types.h"
#include "GPU_lamp.h"
#include "GPU_material.h"
RAS_OpenGLLight::RAS_OpenGLLight(RAS_OpenGLRasterizer *ras)