diff options
-rw-r--r-- | source/blender/draw/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/blender/draw/modes/particle_mode.c | 218 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/particle_strand_frag.glsl | 12 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/particle_vert.glsl | 34 |
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); +} |