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GR_Uniforms.h
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1 /*
2  * PROPRIETARY INFORMATION. This software is proprietary to
3  * Side Effects Software Inc., and is not to be reproduced,
4  * transmitted, or disclosed in any way without written permission.
5  *
6  * NAME: GR_Uniforms.h ( GR Library, C++)
7  *
8  * COMMENTS:
9  * Uniform parameters for rendering GR_GeoRenders
10  */
11 #ifndef GR_Uniforms_h
12 #define GR_Uniforms_h
13 
14 #include "GR_API.h"
15 
16 #include "GR_Defines.h"
17 #include "GR_DisplayOption.h"
18 #include "GR_TextureRef.h"
19 
20 #include <GU/GU_SelectType.h>
21 #include <GT/GT_RefineParms.h>
22 #include <GU/GU_DetailHandle.h>
23 
24 #include <RE/RE_Render.h>
25 #include <RE/RE_RenderContext.h>
26 #include <RE/RE_CachedObject.h>
27 #include <RE/RE_OGLFramebuffer.h>
28 #include <RV/RV_TextureRef.h>
29 
30 #include <UT/UT_Matrix4.h>
31 #include <UT/UT_StringHolder.h>
32 #include <UT/UT_Map.h>
33 
34 class GR_MaterialGroups;
35 
36 class OP_Node;
37 
38 class RE_Render;
39 
40 class RV_Instance;
41 class RV_Render;
42 class RV_ShaderBlock;
43 class RV_ShaderProgram;
46 class RV_VKBuffer;
47 class RV_VKImage;
48 
49 // helper macro: check value before setting var, which also sets dirty flag
50 #define SET_GLOBAL(name, v) \
51  if (((const GR_Uniforms*)this)->globals().name != (v)) \
52  { globals().name = (v); } \
53 // end SET_GLOBAL
54 
55 /// set of parameters sent to GR_Primitive::update()
57 {
58 public:
60  GR_Uniforms();
61  ~GR_Uniforms();
62 
63  void copyUniforms(const GR_Uniforms* other)
64  {
65  UT_ASSERT(other);
66  objects() = other->objects();
67  globals() = other->globals();
68  renderInfo() = other->renderInfo();
69  }
70  exint pushObjectUniforms();
71  void popObjectUniforms(exint l=-1);
72 
73  // ~~~~~~~~~~~~~~~~
74  // RE Helpers
75 
76  // Init by copying values from RE_
77  // TODO: assign to rational defaults, or taken from DisplaySettings
78  // like in DM_VPortAgent::setupViewUniforms
79  void init(RE_RenderContext rc);
80 
81  // Helpers for pushing our CPU options int RE_
82  void pushToRE(RE_Render* r);
83  void popFromRE(RE_Render* r);
84  void assignRE(RE_Render* r);
85 
86  // ~~~~~~~~~~~~~~~~~
87  // RV Helpers
88  void assignRVBlock(
89  RV_Render *r,
90  RV_ShaderBlock *block,
91  const RV_ShaderProgramBase *opt_shr) const;
92 
93  void assignRVBindings(
94  RV_Render* r,
96  const RV_ShaderProgramBase* opt_shr) const;
97 
98  void assignRVGlobalBlock(RV_Render *r, RV_ShaderBlock *block) const;
99  bool bindRVGlobalBlock(RV_Render *r, const RV_ShaderProgramBase *shader);
100 
101  // initialize the passed in Set and UBO to hold per-object uniform
102  // variables for a draw with the passed in shader, and bind the set
103  bool prepareForDraw(
104  RV_Render *r,
108 
109  // ~~~~~~~~~~~~~~~~~~~
110  // Object Vars
111 
112  // Values that are expected to change for each object rendered
113  // Can be pushed/popped
114 
115  // Object Matrix
116  void setObjModelMatrix(const UT_Matrix4D &v, const UT_Matrix4D *inv = nullptr)
117  {
118  objects().myModel = v;
119 
120  // setup dependent matrices
121  if (inv)
122  {
123  objects().myInvModel = *inv;
124  }
125  else
126  {
127  objects().myInvModel = objects().myModel;
128  objects().myInvModel.invert();
129  }
130 
131  // ensure it's const, so it doesn't trigger update
132  const GlobalUniforms& global_var = ((const GR_Uniforms*)this)->globals();
133 
134  objects().myModelView = objects().myModel * global_var.myView;
135 
136  objects().myModelF = objects().myModel;
137  objects().myInvModelF = objects().myInvModel;
138  objects().myModelViewF = objects().myModelView;
139  }
140  const UT_Matrix4D &getObjModelMatrix() const { return objects().myModel; }
141  const UT_Matrix4D &getObjInvModelMatrix() const { return objects().myModel; }
142  const UT_Matrix3D &getObjNormalMatrix() const { return globals().myNormalMat; }
143  const UT_Matrix4D &getObjModelViewMatrix() const { return objects().myModelView; }
144 
146  {
147  globals().myView = v;
148 
149  // setup dependent matrices
150  globals().myInvView = globals().myView;
151  globals().myInvView.invert();
152 
153  globals().myNormalMat = globals().myView;
154  globals().myNormalMat.invert();
155  globals().myNormalMat.transpose();
156 
157  globals().myViewF = globals().myView;
158  globals().myInvViewF = globals().myInvView;
159  globals().myNormalMatF = globals().myNormalMat;
160  globals().myNormalMatFr1 = globals().myNormalMat[0];
161  globals().myNormalMatFr2 = globals().myNormalMat[1];
162  globals().myNormalMatFr3 = globals().myNormalMat[2];
163 
164  objects().myModelView = globals().myView * objects().myModel;
165  objects().myModelViewF = objects().myModelView;
166  }
167  const UT_Matrix4D &getViewMatrix() const { return globals().myView; }
168  const UT_Matrix4F &getVKViewMatrix() const { return globals().myViewF; }
169  const UT_Matrix4D &getInvViewMatrix() const { return globals().myInvView; }
170  const UT_Matrix3D &getNormalMatrix() const { return globals().myNormalMat; }
171 
172  // correct controls whether to apply OpenGL to Vulkan correction, to
173  // account for different coordinate spaces
174  void setProjectMatrix(const UT_Matrix4D &v, bool correct = true, bool is_ortho = false)
175  {
176  globals().myProjection = v;
177 
178  // setup dependent matrices
179  globals().myInvProjection = globals().myProjection;
180  globals().myInvProjection.invert();
181 
182  // NOTE: NDC space in Vulkan has a z-range of [0, 1] instead of [-1, 1]
183  // and a downward-facing y-direction. appending transform after
184  // projection matrix to correct for these
185  if(correct)
186  {
187  UT_Matrix4F correction(1.0f, 0.0f, 0.0f, 0.0f,
188  0.0f, 1.0f, 0.0f, 0.0f,
189  0.0f, 0.0f, 0.5f, 0.0f,
190  0.0f, 0.0f, 0.5f, 1.0f);
191  globals().myProjectionF =
192  UT_Matrix4F(globals().myProjection) * correction;
193  }
194  else
195  globals().myProjectionF = UT_Matrix4F(globals().myProjection);
196  globals().myInvProjectionF = globals().myProjectionF;
197  globals().myInvProjectionF.invert();
198  globals().myIsOrtho = is_ortho;
199  }
200  void useVulkanProjection(bool use_vk) { myUseVulkanProjection=use_vk; }
201  bool getUseVulkanProjection() const { return myUseVulkanProjection; }
202  const UT_Matrix4D &getProjectionMatrix() const { return globals().myProjection; }
203  const UT_Matrix4F &getVKProjectionMatrix() const { return globals().myProjectionF; }
204  const UT_Matrix4D &getInvProjectionMatrix() const { return globals().myInvProjection; }
205  bool getIsOrtho() const { return globals().myIsOrtho; }
206 
207  void setDepthRange(const UT_Vector2F &r) { SET_GLOBAL(myDepthRange, r); }
208  void setDepthProject(const UT_Vector2F &p) { SET_GLOBAL(myDepthProject, p); }
209  const UT_Vector2F &getDepthProject() const { return globals().myDepthProject; }
210 
211  void setDepthOcclusion(fpreal32 v) { SET_GLOBAL(myDecorOcclusionFade, v); }
212  fpreal32 getDepthOcclusion() const { return globals().myDecorOcclusionFade; }
213 
214  void setShadowmapIndex(const int32 index) { SET_GLOBAL(myShadowmapIndex, index); }
215  int32 getShadowmapIndex() const { return globals().myShadowmapIndex; }
216 
218  { renderInfo().myExcludeGsplatShadowCasters = v; }
220  { return renderInfo().myExcludeGsplatShadowCasters; }
221 
222  // These are technically Vector3s, but GLSL expects Vector3s to be 4-byte
223  // aligned, so we add one more float for the C++ alignment to match the
224  // GLSL alignment.
226  void setCSMRegionInvExts(const CSMRegionInvExts &e) { SET_GLOBAL(myCSMRegionInvExts, e); }
227  const CSMRegionInvExts &getCSMRegionInvExts() const { return globals().myCSMRegionInvExts; }
228 
230  void setCSMRegionOffsets(const CSMRegionInvExts &e) { SET_GLOBAL(myCSMRegionOffsets, e); }
231  const CSMRegionInvExts &getCSMRegionOffsets() const { return globals().myCSMRegionOffsets; }
232 
233  void setObjWireColor(const UT_Vector4 &v) { objects().myWireColor = v; }
234  const UT_Vector4 &getObjWireColor() const { return objects().myWireColor; }
235 
236  void setObjWireframeColor(const UT_Vector4 &v) { objects().myWireframeColor = v; }
237  const UT_Vector4 &getObjWireframeColor() const { return objects().myWireframeColor; }
238 
239  void setObjWireThickness(const float &v) { objects().myWireThickness = v; }
240  float getObjWireThickness() const { return objects().myWireThickness; }
241 
242  void setObjConstColor(const UT_Vector4 &v) { objects().myConstColor = v; }
243  const UT_Vector4 &getObjConstColor() const { return objects().myConstColor; }
244 
246  {
247  objects().myConstColorMap = v;
248  objects().myConstColorEnableVK = v.isVulkan();
249  objects().myConstColorEnableGL = v.isGL();
250  }
251 
253  {
254  objects().myEmitColor = c;
255  }
256  void setObjGhosting(const UT_Vector4 &v, float gfact=0.5)
257  {
258  objects().myGhostColor = v;
259  objects().myGhostFactor = gfact;
260  objects().myHasGhosting = true;
261  }
262  const UT_Vector4 &getObjGhostColor() const { return objects().myGhostColor; }
263  float getObjGhostFactor() const { return objects().myGhostFactor; }
264 
265  void setObjBackfaceTint(const UT_Vector3 &v, float gfact=0.5)
266  {
267  objects().myBackfaceColor = UT_Vector4(v, gfact);
268  objects().myHasBackfaceTint = true;
269  }
270  const UT_Vector4 &getObjBackfaceColor() const { return objects().myBackfaceColor; }
271  float getObjBackfaceFactor() const { return objects().myBackfaceColor[3]; }
272 
273  void setObjSelectColor(const UT_Vector4 &v) { objects().mySelectColor = v; }
274  const UT_Vector4 &getObjSelectColor() const { return objects().mySelectColor; }
275 
276  void setObjSelectSecondaryColor(const UT_Vector4 &v) { objects().mySelectSecondaryColor = v; }
277  const UT_Vector4 &getObjSelectSecondaryColor() const { return objects().mySelectSecondaryColor; }
278 
279  void setObjSelectMode(int v) { objects().mySelectMode = v; }
280  int getObjSelectMode() const { return objects().mySelectMode; }
281 
282  void setObjSelectType(int v) { objects().mySelectType = v; }
283  int getObjSelectType() const { return objects().mySelectType; }
284 
285  void setObjSelectInstance(int v) { objects().mySelectInstance = v; }
286  int getObjSelectInstance() const { return objects().mySelectInstance; }
287 
288  void setObjFillSelection(int v) { objects().myFillSelection = v; }
289  int getObjFillSelection() const { return objects().myFillSelection; }
290 
291  void setObjPrimConstandID(int v) { objects().myPrimConstantID = v; }
292  int getObjPrimConstandID() const { return objects().myPrimConstantID; }
293 
294  void setObjDecorationScale(float v) { objects().myDecorationScale = v; }
295  float getObjDecorationScale() const { return objects().myDecorationScale; }
296 
298  { objects().myPickBaseID = v; }
300  { return objects().myPickBaseID; }
301 
303  { objects().myPickComponentID = v; }
305  { return objects().myPickComponentID; }
306 
308  { objects().myPickDepthPass = v; }
310  { return objects().myPickDepthPass; }
311 
313  {
314  objects().myColorRamp = v;
315  objects().myColorRampEnableVK = v.isVulkan();
316  objects().myColorRampEnableGL = v.isGL();
317 
318  objects().myColorRange = range;
319  }
320 
321  void setObjColorIgnoreGeo(bool v)
322  {
323  objects().myColorIgnoreGeo = v;
324  }
325  bool getObjColorIgnoreGeo() const
326  {
327  return objects().myColorIgnoreGeo;
328  }
329 
330  // Use -1 flag to force use of geo color, ignoring
331  // any per-material geo color disable
333  {
334  objects().myColorIgnoreGeo = -1;
335  }
336 
338  {
339  objects().myColorTransformMode = mode;
340  objects().myColorTransformRef = ref;
341  }
342 
344  {
345  objects().myUseInstancePrimId = v;
346  }
347 
349  { objects().myMaxLocatedId = v; }
350 
352  { return objects().myMaxLocatedId; }
353 
355  { objects().myMinLocatedId = v; }
356 
358  { return objects().myMinLocatedId; }
359 
360 
362  {
363  objects().myLocatedBufVK = buf;
364  objects().myUseLocatedBufVK = buf ? 1 : 0;
365  }
366 
368  {
369  UT_ASSERT(!buf || buf->getTextureType() == RE_TEXTURE_BUFFER);
370  objects().myLocatedBufGL = buf;
371  objects().myUseLocatedBufGL = buf ? 1 : 0;
372  }
373 
375  { objects().myLightingEnabled = v; }
376 
378  { return objects().myLightingEnabled; }
379 
381  { objects().myTexturesEnabled = v; }
382 
384  { return objects().myTexturesEnabled; }
385 
387  { objects().myAlphaCutoff = cut; }
388 
390  { return objects().myAlphaCutoff; }
391 
392  // Values which may be changed per-object
394  {
395 
396  #define VK_BLOCK_START (offsetof(ObjectUniforms, myModelF))
397  // begin VK block
400 
402  UT_Vector4F myBackfaceColor = UT_Vector4F(0,0,0,0);
406  UT_Vector4F myEmitColor = UT_Vector4F(0,0,0,0);
407 
408  int mySelectMode = 0;
409  int mySelectType = 0;
410  int mySelectInstance = 0;
411  int myFillSelection = 0;
412 
413  int myPrimConstantID = 0;
414  int myPrimInstanceBase = 0;
415 
418 
420  int32 myColorRampEnableVK = 0;
421  int32 myColorIgnoreGeo = 0;
422 
424  int32 myColorTransformMode = 0;
425 
426  // NOTE: only used in locate highlight rendering
427  int32 myUseInstancePrimId = 0;
428  int32 myMaxLocatedId = 0;
429  int32 myMinLocatedId = 0;
430  int32 myUseLocatedBufVK = 0;
431 
432  // NOTE: only used in pick buffer rendering
434  int32 myPickDepthPass = 0;
436 
437  int32 myConstColorEnableVK = 0;
438  int32 myLightMask = 0xFFFFFFFF;
439  int32 myLightingEnabled = 1;
440  int32 myTexturesEnabled = 1;
441  fpreal32 myAlphaCutoff = -1.0f;
442 
443  // end VK block
444  #define VK_BLOCK_END (offsetof(ObjectUniforms, myAlphaCutoff )\
445  + sizeof(ObjectUniforms::myAlphaCutoff))
446 
447  // Ghosting
450 
451  bool myHasPrimLightMask = false;
452 
453  // Backface Tinting
454  bool myHasBackfaceTint = false;
455 
456  // Selection
458 
459  // Wire color
461 
462  // color mapping
463  int32 myConstColorEnableGL = 0;
465 
466  // Color Transform
467  int32 myColorRampEnableGL = 0;
469 
471 
475 
477 
478  RV_VKBuffer* myLocatedBufVK = nullptr;
479  RE_Texture* myLocatedBufGL = nullptr;
480  int32 myUseLocatedMap = 0; // redundant
481  int32 myUseLocatedBufGL = 0;
482  };
483  static constexpr int32 VkBlockSize = VK_BLOCK_END - VK_BLOCK_START;
484 
485  // ~~~~~~~~~~~~~
486  // Global Vars
487  //
488  // Values static across the whole render
489  // typically may be changed between passes of different types
490  // Can be set, but not push/popped
491 
492  void setEmission(float v) { SET_GLOBAL(myEmissionFactor, v); }
493  float getEmission() const { return globals().myEmissionFactor; }
494 
495  void setSpecular(float v) { SET_GLOBAL(mySpeculaFactor, v); }
496  float getSpecular() const { return globals().mySpeculaFactor; }
497 
498  void setDiffuse(float v) { SET_GLOBAL(myDiffuseFactor, v); }
499  float getDiffuse() const { return globals().myDiffuseFactor; }
500 
501  void setAmbient(float v) { SET_GLOBAL(myAmbientFactor, v); }
502  float getAmbient() const { return globals().myAmbientFactor; }
503 
504  void setAlphaPass(int v) { SET_GLOBAL(myAlphaPass, v); }
505  int getAlphaPass() const { return globals().myAlphaPass; }
506 
507  void setOnionSkinGroup(int v) { SET_GLOBAL(myOnionSkinGroup, v); }
508  int getOnionSkinGroup() const { return globals().myOnionSkinGroup; }
509 
510  void setLightMask(unsigned mask) { objects().myLightMask = mask; }
511  unsigned getLightMask() const { return objects().myLightMask; }
512 
513  void setUseHeadlight(bool use_headlight)
514  { SET_GLOBAL(myUseHeadlight, (int32)use_headlight); }
515  bool useHeadlight() const { return globals().myUseHeadlight; }
518  float ambient,
519  float soft,
520  bool use_spec,
521  bool use_world_space)
522  {
523  SET_GLOBAL(myHeadlightDir, dir);
524  SET_GLOBAL(myHeadlightColor, color);
525  SET_GLOBAL(myHeadlightSpec, (int32)(use_spec?1:0));
526  SET_GLOBAL(myHeadlightWorldSpace, (int32)use_world_space);
527  SET_GLOBAL(myHeadlightAmbient, ambient);
528  SET_GLOBAL(myHeadlightSoft, soft);
529  }
530  UT_Vector3F headlightDir() { return globals().myHeadlightDir; }
531  UT_Vector3F headlightColor() { return globals().myHeadlightColor; }
532  fpreal headlightSoftness() { return globals().myHeadlightSoft; }
533  void setUseFilllight(bool use_fill)
534  { SET_GLOBAL(myUseFilllight, (int32)use_fill); }
536  {
537  SET_GLOBAL(myFilllightDir, dir);
538  SET_GLOBAL(myFilllightColor, color);
539  SET_GLOBAL(myFilllightSoft, soft);
540  }
541  UT_Vector3F filllightDir() { return globals().myFilllightDir; }
542  UT_Vector3F filllightColor() { return globals().myFilllightColor; }
543  float filllightSoftness() { return globals().myFilllightSoft; }
544  void setUseBacklight(bool use_back)
545  { SET_GLOBAL(myUseBacklight, (int32)use_back); }
547  {
548  SET_GLOBAL(myBacklightDir, dir);
549  SET_GLOBAL(myBacklightColor, color);
550  SET_GLOBAL(myBacklightSoft, soft);
551  }
552  UT_Vector3F backlightDir() { return globals().myBacklightDir; }
553  UT_Vector3F backlightColor() { return globals().myBacklightColor; }
554  float backlightSoftness() { return globals().myBacklightSoft; }
555 
556  void setEnvlightMapRotate(const UT_Vector3F &rot);
557  void setEnvlightMapTint(const UT_Vector3F &tint)
558  { SET_GLOBAL(myEnvlightTint, UT_Vector4F(tint, 1.0)); }
559  void setUseEnvlight(bool use_env)
560  { SET_GLOBAL(myUseEnvlight, (int32)use_env); }
561  bool useEnvlight() const { return globals().myUseEnvlight; }
562  UT_Matrix4F getEnvlightRotate() const { return globals().myEnvlightRotate; }
564  { return UT_Vector3F(globals().myEnvlightTint); }
565 #ifdef USE_VULKAN
566  RV_TextureRef &envlightMap() { return globals().myEnvlightMapRef; }
567  RV_TextureRef &bgenvMap() { return globals().myBGEnvMapRef; }
568 #endif
569 
570  void setHasPrimLightMask(bool m) { objects().myHasPrimLightMask = m; }
571  bool hasPrimLightMask() const { return objects().myHasPrimLightMask; }
572 
574  {
575  RENDER_MATERIAL = 0,
576  RENDER_CONST = 1,
577  RENDER_OTHER = 2,
578  };
580  { SET_GLOBAL(myRenderPass, v); }
582  { return RenderPass(globals().myRenderPass); }
583 
584  void setAlphaCutoff(float v) { SET_GLOBAL(myAlphaCutoff, v); }
585  float getAlphaCutoff() const { return globals().myAlphaCutoff; }
586 
587  void setCamView(const UT_Matrix4D& v) { globals().myCamView = v;}
588  const UT_Matrix4D &getCamView() const { return globals().myCamView;}
589 
590  void setCamProject(const UT_Matrix4D& v) { globals().myCamProject = v;}
591  const UT_Matrix4D &getCamProject() const { return globals().myCamProject;}
592 
593  void setScreenSize(const UT_Vector2& v) { SET_GLOBAL(myScreenSize, v); }
594  const UT_Vector2& getScreenSize() const { return globals().myScreenSize; }
595 
596  void setNumSamples(int v) { SET_GLOBAL(myNumSamples, v); }
597  int getNumSamples() const { return globals().myNumSamples; }
598 
599  void setLODParms(const UT_Vector2& v) { SET_GLOBAL(myLODParms, v); }
600  const UT_Vector2& getLODParms() const { return globals().myLODParms; }
601 
602  void setPickArea(const UT_Vector4F& v) { SET_GLOBAL(myPickArea, v); }
603  const UT_Vector4F& getPickArea() const { return globals().myPickArea; }
604 
605  void setPickMap(GR_TextureRef v, bool use = true)
606  {
607  SET_GLOBAL(myPickMap, v);
608  SET_GLOBAL(myPickHasMapVK, (use && globals().myPickMap.isVulkan()));
609  SET_GLOBAL(myPickHasMapGL, (use && globals().myPickMap.isGL()));
610  }
611 
613  {
614  SET_GLOBAL(myDepthMap, v);
615  int vk_val = 0;
616  if (use && globals().myDepthMap.isVulkan())
617  {
618  if (func == RE_ZLESS || func == RE_ZLEQUAL)
619  vk_val = -1;
620  else if (func == RE_ZGREATER || func == RE_ZGEQUAL)
621  vk_val = -2;
622  else
623  vk_val = 1;
624  }
625  SET_GLOBAL(myHasDepthMapVK, vk_val);
626  SET_GLOBAL(myHasDepthMapGL, (use && globals().myDepthMap.isGL()));
627  }
628  GR_TextureRef getDepthMap() { return globals().myDepthMap; }
629 
630  void setSnapDistances(const UT_Vector3i &v) { SET_GLOBAL(mySnapDistances, v);}
631  const UT_Vector3i &getSnapDistances() const { return globals().mySnapDistances;}
632 
633  void setSnapParms(int32 v) { SET_GLOBAL(mySnapParams, v);}
634  int32 getSnapParms() const { return globals().mySnapParams;}
635 
636  void setDecorationLocate(const UT_Vector4F& v) { SET_GLOBAL(myDecorLocate, v); }
637  const UT_Vector4F& getDecorationLocate() const { return globals().myDecorLocate; }
638 
639 
640  void print();
641 
642  // TODO: use these maybe ?
643  bool myIsGlobalUniformLocked = false;
645  {
646  myIsGlobalUniformLocked = true;
647  }
649  {
650  myIsGlobalUniformLocked = false;
651  }
652  bool myGlobalUniformDirty = true;
653 
654  #define UT_Vector2F_UBO alignas(8) UT_Vector2F
655  #define UT_Vector3F_UBO alignas(16) UT_Vector3F
656  #define UT_Vector4F_UBO alignas(16) UT_Vector4F
657  #define UT_Vector2i_UBO alignas(8) UT_Vector2i
658  #define UT_Vector3i_UBO alignas(16) UT_Vector3i
659  #define UT_Vector4i_UBO alignas(16) UT_Vector4i
660  #define UT_Matrix4F_UBO alignas(16) UT_Matrix4F
661 
663  {
664  #define VK_GLOBAL_BLOCK_START (offsetof(GlobalUniforms, myProjectionF))
665  // float versions for VK
668  UT_Vector3F_UBO myNormalMatFr1; // store `mat3` as 3 `vec3`s to match UBO spacing
675 
676  // Inverses (reciprocals) of the extents of the cascading shadowmap regions.
679 
680  // TODO: make this a push constant
682 
683  // Screen/Framebuffer info
686 
689  int32 myHasDepthMapVK = 0;
690 
691  // Enum code indicating whether or not inside a
692  // transparency rendering pass, or what kind of pass
693  int32 myRenderPass = RENDER_MATERIAL;
694  int32 myAlphaPass = 0;
695 
696  int32 myMaterialLayer = 0;
697  int32 myOnionSkinGroup = 0;
698 
699  fpreal32 SceneIOR = 1.0;
700 
701  // Multipliers for different aspects of lighting,
702  // typically 0.0 or 1.0
703  fpreal32 myEmissionFactor = 1.0;
704  fpreal32 myDiffuseFactor = 1.0;
705  fpreal32 myAmbientFactor = 1.0;
706  fpreal32 mySpeculaFactor = 1.0;
707 
709 
710  fpreal32 myAlphaCutoff = 1e-3;
711 
712  int32 myNumSamples = 4;
713 
714  int32 myIsOrtho = 0;
716 
717  // NOTE: only used in pick rendering
719  int32 myPickHasMapVK = 0;
720 
721  // NOTE: only used in snap rendering
723  int32 mySnapParams = 0;
724 
725  // NOTE: only used in decoration rendering
727  float myDecorOcclusionFade = 1.0;
728 
729  int32 myHeadlightWorldSpace = 0;
730  fpreal32 myHeadlightAmbient = 0.02;
731 
733  int32 myHeadlightSpec = 1;
735  int32 myUseHeadlight = 0;
736  fpreal32 myHeadlightSoft = 0.0;
737 
739  int32 myUseFilllight = 0;
741  fpreal32 myFilllightSoft = 0.0;
742 
744  int32 myUseBacklight = 0;
746  fpreal32 myBacklightSoft = 0.0;
747 
750  int32 myUseEnvlight = 0;
751 
752  #define VK_GLOBAL_BLOCK_END (offsetof(GlobalUniforms, myUseEnvlight ) \
753  + sizeof(GlobalUniforms::myUseEnvlight))
754 
756 
764 
765  // NOTE: only used in pick rendering
767  int32 myPickHasMapGL = 0;
768 
769  // NOTE: only used in shadow map rendering
771  int32 myHasDepthMapGL = 0;
772  fpreal32 myDepthBufferFar = 1.0;
773 
774 #ifdef USE_VULKAN
775  RV_TextureRef myEnvlightMapRef;
776  RV_TextureRef myBGEnvMapRef;
777 #endif
778  };
779  static constexpr int32 VkGlobalBlockSize = VK_GLOBAL_BLOCK_END
781 
782  // CPU-only state describing how the current render pass should behave, as
783  // opposed to shader parameter values. Copied to per-thread uniforms
784  // alongside objects()/globals(), so worker-thread draws observe it in
785  // GR_Utils::renderParallelFor.
786  struct RenderInfo
787  {
788  // When set during a shadow-map render pass, gsplat primitives skip
789  // casting so the second shadow map excludes them, avoiding gsplat
790  // self-shadowing.
791  bool myExcludeGsplatShadowCasters = false;
792  };
793 
794 #ifdef USE_VULKAN
795  static void initStaticResources(RV_Instance* inst);
796  static void cleanupStaticResources();
797 
798  static void prepareThreadedUniforms(exint num_threads);
799  static void returnThreadedUniforms();
800 
801  static GR_Uniforms* getForThread(int* level, int idx);
802  static void returnForThread(int* level);
803 #endif
804 
806  {
807  return myObjectUniforms.last();
808  }
809  const ObjectUniforms& objects() const
810  {
811  return myObjectUniforms.last();
812  }
813 
815  {
816  UT_ASSERT(!myIsGlobalUniformLocked);
817  myGlobalUniformDirty = true;
818  return myGlobalUniforms;
819  }
820  const GlobalUniforms& globals() const
821  {
822  return myGlobalUniforms;
823  }
824 
826  {
827  return myRenderInfo;
828  }
829  const RenderInfo& renderInfo() const
830  {
831  return myRenderInfo;
832  }
833 
834 private:
835  UT_ValArray<ObjectUniforms> myObjectUniforms;
836  GlobalUniforms myGlobalUniforms;
837  RenderInfo myRenderInfo;
838 
839  // ~~~~~~~~~~~~~~~
840  // RE Private Helpers
841 
842  // RE_Render stack helpers
843  bool myIsREPushed = false;
844 
845  // Ghosting setup taken form GUI_GeoRender::setupGhosting
846  struct RECachedState
847  {
848  bool useSampleMask;
849  int sampleMask;
850  bool multisample;
851  } myCachedREState;
852 
853  // Special handlers for ghosting state -- changes some Render state as well
854  // as pushing uniforms
855  void pushGhosting(RE_Render* r);
856  void assignGhosting(RE_Render* r);
857  void popGhosting(RE_Render* r);
858 
859 private:
860  bool myUseVulkanProjection = false;
861 #ifdef USE_VULKAN
862  struct gr_SetCache
863  {
864  // Array doing linear lookup, fine if number of sets small
865  // TODO: could do a hashmap
867  UT_Array<bool> myDirtyFlags;
868 
870  RV_Render *r,
871  int set_num,
873  bool* out_is_new_or_dirty);
874  };
875  gr_SetCache myGlobalSet;
876  UT_UniquePtr<RV_ShaderBlock> myPassInfoBlock;
877 #endif
878 };
879 
880 
881 #endif
void setObjColorForceUseGeo()
Definition: GR_Uniforms.h:332
A collection of Vulkan UBO, SSBO, and Image shader bindings (descriptor set)
void setFilllightParms(UT_Vector3F dir, UT_Vector3F color, float soft)
Definition: GR_Uniforms.h:535
const UT_Vector4 & getObjWireframeColor() const
Definition: GR_Uniforms.h:237
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: glcorearb.h:2540
void setAlphaCutoff(float v)
Definition: GR_Uniforms.h:584
void setObjLocatedBuffer(RE_Texture *buf)
Definition: GR_Uniforms.h:367
void setBacklightParms(UT_Vector3F dir, UT_Vector3F color, float soft)
Definition: GR_Uniforms.h:546
UT_Vector3F headlightDir()
Definition: GR_Uniforms.h:530
UT_Vector3F filllightColor()
Definition: GR_Uniforms.h:542
int int32
Definition: SYS_Types.h:39
GLenum GLint * range
Definition: glcorearb.h:1925
const UT_Vector4 & getObjBackfaceColor() const
Definition: GR_Uniforms.h:270
void setObjFillSelection(int v)
Definition: GR_Uniforms.h:288
const UT_Matrix4D & getViewMatrix() const
Definition: GR_Uniforms.h:167
void setObjConstColorMap(GR_TextureRef v)
Definition: GR_Uniforms.h:245
void setPickMap(GR_TextureRef v, bool use=true)
Definition: GR_Uniforms.h:605
void setObjEmission(const UT_Vector4F &c)
Definition: GR_Uniforms.h:252
UT_Vector3F getEnvlightMapTint() const
Definition: GR_Uniforms.h:563
void setObjTexturesEnabled(int v)
Definition: GR_Uniforms.h:380
void setUseHeadlight(bool use_headlight)
Definition: GR_Uniforms.h:513
void setShadowmapIndex(const int32 index)
Definition: GR_Uniforms.h:214
const GLdouble * v
Definition: glcorearb.h:837
void setObjWireThickness(const float &v)
Definition: GR_Uniforms.h:239
bool getIsOrtho() const
Definition: GR_Uniforms.h:205
void setObjSelectColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:273
void setObjAlphaCutoff(fpreal32 cut)
Definition: GR_Uniforms.h:386
exint getObjMaxLocatedID() const
Definition: GR_Uniforms.h:351
void setLightMask(unsigned mask)
Definition: GR_Uniforms.h:510
CSMRegionInvExts myCSMRegionInvExts
Definition: GR_Uniforms.h:677
int getAlphaPass() const
Definition: GR_Uniforms.h:505
int getObjPrimConstandID() const
Definition: GR_Uniforms.h:292
const UT_Matrix4F & getVKProjectionMatrix() const
Definition: GR_Uniforms.h:203
const UT_Vector4F & getPickArea() const
Definition: GR_Uniforms.h:603
exint getObjMinLocatedID() const
Definition: GR_Uniforms.h:357
GA_API const UT_StringHolder rot
void setEnvlightMapTint(const UT_Vector3F &tint)
Definition: GR_Uniforms.h:557
void setObjColorRamp(GR_TextureRef v, UT_Vector2F range=UT_Vector2F())
Definition: GR_Uniforms.h:312
void setUseEnvlight(bool use_env)
Definition: GR_Uniforms.h:559
int getObjTexturesEnabled() const
Definition: GR_Uniforms.h:383
const UT_Matrix3D & getNormalMatrix() const
Definition: GR_Uniforms.h:170
int64 exint
Definition: SYS_Types.h:125
GLint level
Definition: glcorearb.h:108
void setObjMaxLocatedID(exint v)
Definition: GR_Uniforms.h:348
UT_Vector3F filllightDir()
Definition: GR_Uniforms.h:541
RenderPass getRenderPass() const
Definition: GR_Uniforms.h:581
void setObjPickBaseID(const UT_Vector3i &v)
Definition: GR_Uniforms.h:297
float getAmbient() const
Definition: GR_Uniforms.h:502
void copyUniforms(const GR_Uniforms *other)
Definition: GR_Uniforms.h:63
UT_Vector3i_UBO myCoverageMask
Definition: GR_Uniforms.h:708
Opaque reference to a texture stored in the RV_TextureCache.
Definition: RV_TextureRef.h:21
const UT_Vector4 & getObjSelectSecondaryColor() const
Definition: GR_Uniforms.h:277
bool isGL() const
Definition: GR_TextureRef.h:38
UT_Matrix4F_UBO myCamViewF
Definition: GR_Uniforms.h:673
void setObjWireframeColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:236
void setObjGhosting(const UT_Vector4 &v, float gfact=0.5)
Definition: GR_Uniforms.h:256
void setObjColorTransform(int32 mode, UT_Vector3F ref=UT_Vector3F())
Definition: GR_Uniforms.h:337
const UT_Vector4 & getObjWireColor() const
Definition: GR_Uniforms.h:234
void useVulkanProjection(bool use_vk)
Definition: GR_Uniforms.h:200
UT_Matrix4F_UBO myCamProjectF
Definition: GR_Uniforms.h:674
void setObjSelectSecondaryColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:276
UT_Vector3F backlightDir()
Definition: GR_Uniforms.h:552
float getObjBackfaceFactor() const
Definition: GR_Uniforms.h:271
void setHasPrimLightMask(bool m)
Definition: GR_Uniforms.h:570
void setViewMatrix(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:145
const UT_Matrix4D & getInvViewMatrix() const
Definition: GR_Uniforms.h:169
float fpreal32
Definition: SYS_Types.h:200
A class that manages material assignments to different groups of primitives.
void setNumSamples(int v)
Definition: GR_Uniforms.h:596
Temporary container for either a RV_Render and an RE_Render.
GR_API bool createOrReuseSet(RV_Render *r, UT_UniquePtr< RV_ShaderVariableSet > &set, int set_num, const RV_ShaderProgramBase *shader, bool *created=nullptr, const char *name=nullptr)
void setAlphaPass(int v)
Definition: GR_Uniforms.h:504
void setUseBacklight(bool use_back)
Definition: GR_Uniforms.h:544
#define VK_BLOCK_END
Definition: GR_Uniforms.h:444
UT_Vector4F_UBO myDecorLocate
Definition: GR_Uniforms.h:726
UT_Vector4F_UBO myEnvlightTint
Definition: GR_Uniforms.h:749
void setEmission(float v)
Definition: GR_Uniforms.h:492
CSMRegionOffsets myCSMRegionOffsets
Definition: GR_Uniforms.h:678
UT_Vector3F_UBO myBacklightColor
Definition: GR_Uniforms.h:745
std::unique_ptr< T, Deleter > UT_UniquePtr
A smart pointer for unique ownership of dynamically allocated objects.
Definition: UT_UniquePtr.h:39
bool getExcludeGsplatShadowCasters() const
Definition: GR_Uniforms.h:219
UT_Vector3F_UBO myHeadlightDir
Definition: GR_Uniforms.h:732
RE_TextureDimension getTextureType() const
#define SET_GLOBAL(name, v)
Definition: GR_Uniforms.h:50
#define UT_Vector2F_UBO
Definition: GR_Uniforms.h:654
void setPickArea(const UT_Vector4F &v)
Definition: GR_Uniforms.h:602
float getObjWireThickness() const
Definition: GR_Uniforms.h:240
UT_Vector3F backlightColor()
Definition: GR_Uniforms.h:553
void setUseFilllight(bool use_fill)
Definition: GR_Uniforms.h:533
void setSpecular(float v)
Definition: GR_Uniforms.h:495
#define VK_GLOBAL_BLOCK_START
Definition: GR_Uniforms.h:664
UT_Matrix4F_UBO myInvViewF
Definition: GR_Uniforms.h:672
GLfloat f
Definition: glcorearb.h:1926
UT_Vector4T< float > UT_Vector4
UT_Vector2F_UBO myLODParms
Definition: GR_Uniforms.h:685
GR_TextureRef getDepthMap()
Definition: GR_Uniforms.h:628
const UT_Matrix4D & getObjModelMatrix() const
Definition: GR_Uniforms.h:140
std::array< T, N > UT_FixedArray
Definition: UT_FixedArray.h:19
float getEmission() const
Definition: GR_Uniforms.h:493
UT_Vector4F_UBO myPickArea
Definition: GR_Uniforms.h:718
void setExcludeGsplatShadowCasters(bool v)
Definition: GR_Uniforms.h:217
bool getObjColorIgnoreGeo() const
Definition: GR_Uniforms.h:325
UT_Vector3F_UBO myBacklightDir
Definition: GR_Uniforms.h:743
void unlockGlobalUniforms()
Definition: GR_Uniforms.h:648
const UT_Vector3i & getSnapDistances() const
Definition: GR_Uniforms.h:631
GlobalUniforms & globals()
Definition: GR_Uniforms.h:814
const UT_Matrix4F & getVKViewMatrix() const
Definition: GR_Uniforms.h:168
GR_TextureRef myConstColorMap
Definition: GR_Uniforms.h:464
UT_Vector2F_UBO myScreenSize
Definition: GR_Uniforms.h:684
GLint ref
Definition: glcorearb.h:124
const RenderInfo & renderInfo() const
Definition: GR_Uniforms.h:829
void setCSMRegionOffsets(const CSMRegionInvExts &e)
Definition: GR_Uniforms.h:230
UT_Vector3i getObjPickBaseID() const
Definition: GR_Uniforms.h:299
void lockGlobalUniforms()
Definition: GR_Uniforms.h:644
UT_Vector2F_UBO myDepthRange
Definition: GR_Uniforms.h:687
void setObjPickComponentID(const UT_Vector3i &v)
Definition: GR_Uniforms.h:302
void setDepthOcclusion(fpreal32 v)
Definition: GR_Uniforms.h:211
constexpr auto set(type rhs) -> int
Definition: core.h:610
float backlightSoftness()
Definition: GR_Uniforms.h:554
int getObjSelectInstance() const
Definition: GR_Uniforms.h:286
int32 getSnapParms() const
Definition: GR_Uniforms.h:634
const UT_Vector4 & getObjSelectColor() const
Definition: GR_Uniforms.h:274
int getNumSamples() const
Definition: GR_Uniforms.h:597
UT_Vector3F headlightColor()
Definition: GR_Uniforms.h:531
void setCamView(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:587
bool useEnvlight() const
Definition: GR_Uniforms.h:561
const UT_Matrix4D & getInvProjectionMatrix() const
Definition: GR_Uniforms.h:204
GLint GLuint mask
Definition: glcorearb.h:124
ObjectUniforms & objects()
Definition: GR_Uniforms.h:805
const UT_Vector2F & getDepthProject() const
Definition: GR_Uniforms.h:209
void setCSMRegionInvExts(const CSMRegionInvExts &e)
Definition: GR_Uniforms.h:226
UT_Matrix4T< fpreal32 > UT_Matrix4F
void setRenderPass(RenderPass v)
Definition: GR_Uniforms.h:579
#define GR_API
Definition: GR_API.h:10
fpreal32 getObjAlphaCutoff() const
Definition: GR_Uniforms.h:389
UT_Matrix4F_UBO myInvProjectionF
Definition: GR_Uniforms.h:671
UT_Vector2F_UBO myDepthOffset
Definition: GR_Uniforms.h:715
const UT_Vector4 & getObjConstColor() const
Definition: GR_Uniforms.h:243
const GlobalUniforms & globals() const
Definition: GR_Uniforms.h:820
#define UT_Vector4F_UBO
Definition: GR_Uniforms.h:656
float getObjDecorationScale() const
Definition: GR_Uniforms.h:295
void setObjSelectMode(int v)
Definition: GR_Uniforms.h:279
bool getUseVulkanProjection() const
Definition: GR_Uniforms.h:201
void setProjectMatrix(const UT_Matrix4D &v, bool correct=true, bool is_ortho=false)
Definition: GR_Uniforms.h:174
float getSpecular() const
Definition: GR_Uniforms.h:496
RE_ZFunction
Definition: RE_Types.h:478
void setAmbient(float v)
Definition: GR_Uniforms.h:501
void setObjUseInstancePrimId(int32 v)
Definition: GR_Uniforms.h:343
Handle to the main interface of Vulkan.
Definition: RV_Instance.h:48
void setCamProject(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:590
int getObjSelectMode() const
Definition: GR_Uniforms.h:280
void setObjSelectType(int v)
Definition: GR_Uniforms.h:282
float getObjGhostFactor() const
Definition: GR_Uniforms.h:263
int32 getShadowmapIndex() const
Definition: GR_Uniforms.h:215
GLenum mode
Definition: glcorearb.h:99
void setObjWireColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:233
const UT_Vector2 & getLODParms() const
Definition: GR_Uniforms.h:600
bool isVulkan() const
Definition: GR_TextureRef.h:39
UT_Vector3T< fpreal32 > UT_Vector3F
#define UT_Vector3F_UBO
Definition: GR_Uniforms.h:655
const CSMRegionInvExts & getCSMRegionOffsets() const
Definition: GR_Uniforms.h:231
int32 getObjPickDepthPass() const
Definition: GR_Uniforms.h:309
const UT_Vector4F & getDecorationLocate() const
Definition: GR_Uniforms.h:637
UT_FixedArray< UT_Vector4, 4 > CSMRegionInvExts
Definition: GR_Uniforms.h:225
float getAlphaCutoff() const
Definition: GR_Uniforms.h:585
GLuint shader
Definition: glcorearb.h:785
ImageBuf OIIO_API cut(const ImageBuf &src, ROI roi={}, int nthreads=0)
const UT_Matrix4D & getObjModelViewMatrix() const
Definition: GR_Uniforms.h:143
UT_Vector3F_UBO myHeadlightColor
Definition: GR_Uniforms.h:734
UT_Vector3F_UBO myNormalMatFr1
Definition: GR_Uniforms.h:668
GLenum func
Definition: glcorearb.h:783
#define VK_BLOCK_START
Definition: GR_Uniforms.h:396
UT_Vector2T< fpreal32 > UT_Vector2F
float filllightSoftness()
Definition: GR_Uniforms.h:543
void setObjModelMatrix(const UT_Matrix4D &v, const UT_Matrix4D *inv=nullptr)
Definition: GR_Uniforms.h:116
const UT_Vector2 & getScreenSize() const
Definition: GR_Uniforms.h:594
void setObjColorIgnoreGeo(bool v)
Definition: GR_Uniforms.h:321
UT_Vector4T< fpreal32 > UT_Vector4F
GLuint color
Definition: glcorearb.h:1261
UT_Vector3F_UBO myFilllightDir
Definition: GR_Uniforms.h:738
#define UT_Vector3i_UBO
Definition: GR_Uniforms.h:658
const CSMRegionInvExts & getCSMRegionInvExts() const
Definition: GR_Uniforms.h:227
fpreal32 getDepthOcclusion() const
Definition: GR_Uniforms.h:212
UT_Vector2F_UBO myDepthProject
Definition: GR_Uniforms.h:688
void setSnapDistances(const UT_Vector3i &v)
Definition: GR_Uniforms.h:630
#define VK_GLOBAL_BLOCK_END
Definition: GR_Uniforms.h:752
fpreal64 fpreal
Definition: SYS_Types.h:283
void setScreenSize(const UT_Vector2 &v)
Definition: GR_Uniforms.h:593
UT_Matrix4F_UBO myProjectionF
Definition: GR_Uniforms.h:666
const UT_Matrix4D & getProjectionMatrix() const
Definition: GR_Uniforms.h:202
GLuint index
Definition: glcorearb.h:786
UT_Vector3i getObjPickComponentID() const
Definition: GR_Uniforms.h:304
bool hasPrimLightMask() const
Definition: GR_Uniforms.h:571
void setDiffuse(float v)
Definition: GR_Uniforms.h:498
void setDepthProject(const UT_Vector2F &p)
Definition: GR_Uniforms.h:208
void setObjMinLocatedID(exint v)
Definition: GR_Uniforms.h:354
void setObjDecorationScale(float v)
Definition: GR_Uniforms.h:294
const UT_Matrix4D & getObjInvModelMatrix() const
Definition: GR_Uniforms.h:141
UT_Vector3F_UBO myFilllightColor
Definition: GR_Uniforms.h:740
void setDepthMap(GR_TextureRef v, bool use=true, RE_ZFunction func=RE_ZALWAYS)
Definition: GR_Uniforms.h:612
const UT_Matrix4D & getCamProject() const
Definition: GR_Uniforms.h:591
fpreal headlightSoftness()
Definition: GR_Uniforms.h:532
const UT_Vector4 & getObjGhostColor() const
Definition: GR_Uniforms.h:262
unsigned getLightMask() const
Definition: GR_Uniforms.h:511
#define UT_ASSERT(ZZ)
Definition: UT_Assert.h:165
UT_Matrix4F getEnvlightRotate() const
Definition: GR_Uniforms.h:562
UT_Vector3i_UBO mySnapDistances
Definition: GR_Uniforms.h:722
GLboolean r
Definition: glcorearb.h:1222
set of parameters sent to GR_Primitive::update()
Definition: GR_Uniforms.h:56
void setObjSelectInstance(int v)
Definition: GR_Uniforms.h:285
A vulkan buffer object.
Definition: RV_VKBuffer.h:75
int getObjFillSelection() const
Definition: GR_Uniforms.h:289
UT_FixedArray< UT_Vector4, 4 > CSMRegionOffsets
Definition: GR_Uniforms.h:229
void setObjPrimConstandID(int v)
Definition: GR_Uniforms.h:291
void setObjPickDepthPass(int32 v)
Definition: GR_Uniforms.h:307
UT_Vector3F_UBO myNormalMatFr3
Definition: GR_Uniforms.h:670
void setObjLocatedBuffer(RV_VKBuffer *buf)
Definition: GR_Uniforms.h:361
UT_Matrix4F_UBO myEnvlightRotate
Definition: GR_Uniforms.h:748
#define UT_Matrix4F_UBO
Definition: GR_Uniforms.h:660
FMT_INLINE void print(format_string< T...> fmt, T &&...args)
Definition: core.h:2903
int getObjSelectType() const
Definition: GR_Uniforms.h:283
void setSnapParms(int32 v)
Definition: GR_Uniforms.h:633
const UT_Matrix4D & getCamView() const
Definition: GR_Uniforms.h:588
int getOnionSkinGroup() const
Definition: GR_Uniforms.h:508
const UT_Matrix3D & getObjNormalMatrix() const
Definition: GR_Uniforms.h:142
void setObjConstColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:242
float getDiffuse() const
Definition: GR_Uniforms.h:499
RenderInfo & renderInfo()
Definition: GR_Uniforms.h:825
void setDecorationLocate(const UT_Vector4F &v)
Definition: GR_Uniforms.h:636
void setObjBackfaceTint(const UT_Vector3 &v, float gfact=0.5)
Definition: GR_Uniforms.h:265
void setLODParms(const UT_Vector2 &v)
Definition: GR_Uniforms.h:599
void setObjLightingEnabled(int v)
Definition: GR_Uniforms.h:374
void setDepthRange(const UT_Vector2F &r)
Definition: GR_Uniforms.h:207
const ObjectUniforms & objects() const
Definition: GR_Uniforms.h:809
void setOnionSkinGroup(int v)
Definition: GR_Uniforms.h:507
bool useHeadlight() const
Definition: GR_Uniforms.h:515
void setHeadlightParms(UT_Vector3F dir, UT_Vector3F color, float ambient, float soft, bool use_spec, bool use_world_space)
Definition: GR_Uniforms.h:516
UT_Vector3F_UBO myNormalMatFr2
Definition: GR_Uniforms.h:669
int getObjLightingEnabled() const
Definition: GR_Uniforms.h:377