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-rw-r--r--source/blender/draw/CMakeLists.txt2
-rw-r--r--source/blender/draw/modes/particle_mode.c218
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_frag.glsl12
-rw-r--r--source/blender/draw/modes/shaders/particle_vert.glsl34
4 files changed, 113 insertions, 153 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 71285d7ba04..2207dfe5c34 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -277,6 +277,8 @@ data_to_c_simple(modes/shaders/paint_vertex_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_wire_frag.glsl SRC)
data_to_c_simple(modes/shaders/paint_wire_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_vert_frag.glsl SRC)
+data_to_c_simple(modes/shaders/particle_strand_frag.glsl SRC)
+data_to_c_simple(modes/shaders/particle_vert.glsl SRC)
list(APPEND INC
)
diff --git a/source/blender/draw/modes/particle_mode.c b/source/blender/draw/modes/particle_mode.c
index f022a68aa8a..25143afff14 100644
--- a/source/blender/draw/modes/particle_mode.c
+++ b/source/blender/draw/modes/particle_mode.c
@@ -26,53 +26,49 @@
#include "DRW_engine.h"
#include "DRW_render.h"
-/* If builtin shaders are needed */
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_particle_types.h"
+
+#include "BKE_particle.h"
+#include "BKE_pointcache.h"
+
#include "GPU_shader.h"
+#include "GPU_batch.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
+#include "ED_particle.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "draw_cache_impl.h"
+
+extern char datatoc_particle_vert_glsl[];
+extern char datatoc_particle_strand_frag_glsl[];
+
/* *********** LISTS *********** */
-/* All lists are per viewport specific datas.
- * They are all free when viewport changes engines
- * or is free itself. Use PARTICLE_engine_init() to
- * initialize most of them and PARTICLE_cache_init()
- * for PARTICLE_PassList */
typedef struct PARTICLE_PassList {
- /* Declare all passes here and init them in
- * PARTICLE_cache_init().
- * Only contains (DRWPass *) */
- struct DRWPass *pass;
+ struct DRWPass *hair_pass;
} PARTICLE_PassList;
typedef struct PARTICLE_FramebufferList {
- /* Contains all framebuffer objects needed by this engine.
- * Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} PARTICLE_FramebufferList;
typedef struct PARTICLE_TextureList {
- /* Contains all framebuffer textures / utility textures
- * needed by this engine. Only viewport specific textures
- * (not per object). Only contains (GPUTexture *) */
struct GPUTexture *texture;
} PARTICLE_TextureList;
typedef struct PARTICLE_StorageList {
- /* Contains any other memory block that the engine needs.
- * Only directly MEM_(m/c)allocN'ed blocks because they are
- * free with MEM_freeN() when viewport is freed.
- * (not per object) */
struct CustomStruct *block;
struct PARTICLE_PrivateData *g_data;
} PARTICLE_StorageList;
typedef struct PARTICLE_Data {
- /* Struct returned by DRW_viewport_engine_data_ensure.
- * If you don't use one of these, just make it a (void *) */
- // void *fbl;
void *engine_type; /* Required */
PARTICLE_FramebufferList *fbl;
PARTICLE_TextureList *txl;
@@ -83,55 +79,27 @@ typedef struct PARTICLE_Data {
/* *********** STATIC *********** */
static struct {
- /* Custom shaders :
- * Add sources to source/blender/draw/modes/shaders
- * init in PARTICLE_engine_init();
- * free in PARTICLE_engine_free(); */
- struct GPUShader *custom_shader;
+ struct GPUShader *hair_shader;
} e_data = {NULL}; /* Engine data */
typedef struct PARTICLE_PrivateData {
- /* This keeps the references of the shading groups for
- * easy access in PARTICLE_cache_populate() */
- DRWShadingGroup *group;
+ DRWShadingGroup *hair_group;
} PARTICLE_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
-/* Init Textures, Framebuffers, Storage and Shaders.
- * It is called for every frames.
- * (Optional) */
-static void PARTICLE_engine_init(void *vedata)
+static void particle_engine_init(void *UNUSED(vedata))
{
- PARTICLE_TextureList *txl = ((PARTICLE_Data *)vedata)->txl;
- PARTICLE_FramebufferList *fbl = ((PARTICLE_Data *)vedata)->fbl;
- PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
-
- UNUSED_VARS(txl, fbl, stl);
-
- /* Init Framebuffers like this: order is attachment order (for color texs) */
- /*
- * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
- * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
- */
-
- /* DRW_framebuffer_init takes care of checking if
- * the framebuffer is valid and has the right size*/
- /*
- * float *viewport_size = DRW_viewport_size_get();
- * DRW_framebuffer_init(&fbl->occlude_wire_fb,
- * (int)viewport_size[0], (int)viewport_size[1],
- * tex, 2);
- */
-
- if (!e_data.custom_shader) {
- e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ if (!e_data.hair_shader) {
+ e_data.hair_shader = DRW_shader_create(
+ datatoc_particle_vert_glsl,
+ NULL,
+ datatoc_particle_strand_frag_glsl,
+ "#define MAX_MATERIAL 1\n" );
}
}
-/* Here init all passes and shading groups
- * Assume that all Passes are NULL */
-static void PARTICLE_cache_init(void *vedata)
+static void particle_cache_init(void *vedata)
{
PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
@@ -141,125 +109,69 @@ static void PARTICLE_cache_init(void *vedata)
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
- {
- /* Create a pass */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_WIRE;
- psl->pass = DRW_pass_create("My Pass", state);
-
- /* Create a shadingGroup using a function in draw_common.c or custom one */
- /*
- * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
- * -- or --
- * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
- */
- stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
-
- /* Uniforms need a pointer to it's value so be sure it's accessible at
- * any given time (i.e. use static vars) */
- static float color[4] = {0.2f, 0.5f, 0.3f, 1.0};
- DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
- }
+ /* Create a pass */
+ psl->hair_pass = DRW_pass_create("Hair Pass", (DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS |
+ DRW_STATE_WIRE));
+ stl->g_data->hair_group = DRW_shgroup_create(e_data.hair_shader,
+ psl->hair_pass);
}
-/* Add geometry to shadingGroups. Execute for each objects */
-static void PARTICLE_cache_populate(void *vedata, Object *ob)
+static void particle_cache_populate(void *vedata, Object *object)
{
- PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
-
- UNUSED_VARS(psl, stl);
-
- if (ob->type == OB_MESH) {
- /* Get geometry cache */
- struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
-
- /* Add geom to a shading group */
- DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
+ for (ParticleSystem *psys = object->particlesystem.first;
+ psys != NULL;
+ psys = psys->next)
+ {
+ if (!psys_check_enabled(object, psys, false)) {
+ continue;
+ }
+ if (PE_get_current_from_psys(psys) == NULL) {
+ continue;
+ }
+ /* NOTE: Particle edit mode visualizes particles as strands. */
+ struct Gwn_Batch *hair = DRW_cache_particles_get_hair(psys, NULL);
+ DRW_shgroup_call_add(stl->g_data->hair_group, hair, NULL);
+ break;
}
}
/* Optional: Post-cache_populate callback */
-static void PARTICLE_cache_finish(void *vedata)
+static void particle_cache_finish(void *UNUSED(vedata))
{
- PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
- PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
-
- /* Do something here! dependant on the objects gathered */
- UNUSED_VARS(psl, stl);
}
/* Draw time ! Control rendering pipeline from here */
-static void PARTICLE_draw_scene(void *vedata)
+static void particle_draw_scene(void *vedata)
{
PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
- PARTICLE_FramebufferList *fbl = ((PARTICLE_Data *)vedata)->fbl;
-
- /* Default framebuffer and texture */
- DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- UNUSED_VARS(fbl, dfbl, dtxl, psl);
-
- /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
- /*
- * DRW_framebuffer_texture_detach(dtxl->depth);
- * DRW_framebuffer_bind(fbl->custom_fb);
- * DRW_draw_pass(psl->pass);
- * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
- * DRW_framebuffer_bind(dfbl->default_fb);
- */
- /* ... or just render passes on default framebuffer. */
- //DRW_draw_pass(psl->pass);
-
- /* If you changed framebuffer, double check you rebind
- * the default one with its textures attached before finishing */
-}
-
-/* Cleanup when destroying the engine.
- * This is not per viewport ! only when quitting blender.
- * Mostly used for freeing shaders */
-static void PARTICLE_engine_free(void)
-{
- // DRW_SHADER_FREE_SAFE(custom_shader);
+ DRW_draw_pass(psl->hair_pass);
}
-/* Create collection settings here.
- *
- * Be sure to add this function there :
- * source/blender/draw/DRW_engine.h
- * source/blender/blenkernel/intern/layer.c
- * source/blenderplayer/bad_level_call_stubs/stubs.c
- *
- * And relevant collection settings to :
- * source/blender/makesrna/intern/rna_scene.c
- * source/blender/blenkernel/intern/layer.c
- */
-#if 0
-void PARTICLE_collection_settings_create(CollectionEngineSettings *ces)
+static void particle_engine_free(void)
{
- BLI_assert(ces);
- // BKE_collection_engine_property_add_int(ces, "my_bool_prop", false);
- // BKE_collection_engine_property_add_int(ces, "my_int_prop", 0);
- // BKE_collection_engine_property_add_float(ces, "my_float_prop", 0.0f);
+ DRW_SHADER_FREE_SAFE(e_data.hair_shader);
}
-#endif
-static const DrawEngineDataSize PARTICLE_data_size = DRW_VIEWPORT_DATA_SIZE(PARTICLE_Data);
+static const DrawEngineDataSize particle_data_size =
+ DRW_VIEWPORT_DATA_SIZE(PARTICLE_Data);
DrawEngineType draw_engine_particle_type = {
NULL, NULL,
- N_("ParticleMode"),
- &PARTICLE_data_size,
- &PARTICLE_engine_init,
- &PARTICLE_engine_free,
- &PARTICLE_cache_init,
- &PARTICLE_cache_populate,
- &PARTICLE_cache_finish,
+ N_("Particle Mode"),
+ &particle_data_size,
+ &particle_engine_init,
+ &particle_engine_free,
+ &particle_cache_init,
+ &particle_cache_populate,
+ &particle_cache_finish,
NULL, /* draw_background but not needed by mode engines */
- &PARTICLE_draw_scene,
+ &particle_draw_scene,
NULL,
NULL,
};
diff --git a/source/blender/draw/modes/shaders/particle_strand_frag.glsl b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
new file mode 100644
index 00000000000..7053ca43ae7
--- /dev/null
+++ b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
@@ -0,0 +1,12 @@
+uniform mat4 ProjectionMatrix;
+
+in vec3 tangent;
+in vec3 viewPosition;
+flat in float colRand;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor.rgb = tangent;
+ fragColor.a = 1.0;
+}
diff --git a/source/blender/draw/modes/shaders/particle_vert.glsl b/source/blender/draw/modes/shaders/particle_vert.glsl
new file mode 100644
index 00000000000..d4c35d14182
--- /dev/null
+++ b/source/blender/draw/modes/shaders/particle_vert.glsl
@@ -0,0 +1,34 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+uniform mat4 ModelViewMatrix;
+
+in vec3 pos;
+in vec3 nor;
+in int ind;
+out vec3 tangent;
+out vec3 viewPosition;
+flat out float colRand;
+
+float rand(int s)
+{
+ int seed = s * 1023423;
+
+ seed = (seed ^ 61) ^ (seed >> 16);
+ seed *= 9;
+ seed = seed ^ (seed >> 4);
+ seed *= 0x27d4eb2d;
+ seed = seed ^ (seed >> 15);
+
+ float value = float(seed);
+ value *= 1.0 / 42596.0;
+ return fract(value);
+}
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ tangent = normalize(NormalMatrix * nor);
+ viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
+ colRand = rand(ind);
+}