diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-01-25 15:25:33 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-01-25 19:14:20 +0300 |
commit | c813a1b3583e9a3bf17c75e16995ebadb046361a (patch) | |
tree | 8f5405c7f0a05aef8d43342764fc0a42ef577a54 /source/blender/draw | |
parent | eab066cbf2da1fdb8162d9ed814a9491f9acf02d (diff) |
Cycles: add Point Info node
With (center) position, radius and random value outputs.
Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.
Ref T92573
Diffstat (limited to 'source/blender/draw')
6 files changed, 31 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 996716d6def..766e721b1b8 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -176,7 +176,7 @@ enum { VAR_MAT_MESH = (1 << 0), VAR_MAT_VOLUME = (1 << 1), VAR_MAT_HAIR = (1 << 2), - /* VAR_MAT_PROBE = (1 << 3), UNUSED */ + VAR_MAT_POINTCLOUD = (1 << 3), VAR_MAT_BLEND = (1 << 4), VAR_MAT_LOOKDEV = (1 << 5), VAR_MAT_HOLDOUT = (1 << 6), diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index adede7676d5..e56097df6b7 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -1357,6 +1357,9 @@ static char *eevee_get_defines(int options) if ((options & VAR_MAT_HAIR) != 0) { BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); } + if ((options & VAR_MAT_POINTCLOUD) != 0) { + BLI_dynstr_append(ds, "#define POINTCLOUD_SHADER\n"); + } if ((options & VAR_WORLD_PROBE) != 0) { BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n"); } diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index 0e342938396..cbfa9737a84 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -26,6 +26,9 @@ void main() worldNormal = cross(hairTangent, binor); vec3 world_pos = pos; +#elif defined(POINTCLOUD_SHADER) + pointcloud_get_pos_and_radius(pointPosition, pointRadius); + pointID = gl_VertexID; #else vec3 world_pos = point_object_to_world(pos); #endif diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl index 7d016d57c46..d7fc5e0b52a 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl @@ -42,3 +42,13 @@ IN_OUT ShaderHairInterface flat int hairStrandID; }; #endif + +#ifdef POINTCLOUD_SHADER +IN_OUT ShaderPointCloudInterface +{ + /* world space */ + float pointRadius; + float pointPosition; + flat int pointID; +}; +#endif diff --git a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl index 0ad1393dd70..51e9eda6cc2 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl @@ -31,6 +31,9 @@ void main() hairThickTime); worldNormal = cross(hairTangent, binor); vec3 world_pos = pos; +#elif defined(POINTCLOUD_SHADER) + pointcloud_get_pos_and_radius(pointPosition, pointRadius); + pointID = gl_VertexID; #else vec3 world_pos = point_object_to_world(pos); #endif diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl index 2da16d3f6a9..dd725ad327f 100644 --- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl +++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl @@ -22,13 +22,22 @@ mat3 pointcloud_get_facing_matrix(vec3 p) return facing_mat; } +/* Returns world center position and radius. */ +void pointcloud_get_pos_and_radius(out vec3 outpos, out float outradius) +{ + outpos = point_object_to_world(pos.xyz); + outradius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0)); +} + /* Return world position and normal. */ void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor) { - vec3 p = point_object_to_world(pos.xyz); + vec3 p; + float radius; + pointcloud_get_pos_and_radius(p, radius); + mat3 facing_mat = pointcloud_get_facing_matrix(p); - float radius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0)); /* TODO(fclem): remove multiplication here. Here only for keeping the size correct for now. */ radius *= 0.01; outpos = p + (facing_mat * pos_inst) * radius; |