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Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c8
-rw-r--r--source/blender/gpu/intern/gpu_draw.c36
-rw-r--r--source/blender/gpu/intern/gpu_material.c27
3 files changed, 69 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index f33f5157f56..211394e7932 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -402,6 +402,14 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfobautobumpscale";
else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
return "unfcameratexfactors";
+ else if (builtin == GPU_PARTICLE_SCALAR_PROPS)
+ return "unfparticlescalarprops";
+ else if (builtin == GPU_PARTICLE_LOCATION)
+ return "unfparticleco";
+ else if (builtin == GPU_PARTICLE_VELOCITY)
+ return "unfparticlevel";
+ else if (builtin == GPU_PARTICLE_ANG_VELOCITY)
+ return "unfparticleangvel";
else
return "";
}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 49faaef23e1..c8d5d92b66b 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -56,6 +56,7 @@
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_particle_types.h"
#include "MEM_guardedalloc.h"
@@ -1871,6 +1872,35 @@ void GPU_begin_object_materials(
GPU_object_material_unbind();
}
+static int GPU_get_particle_info(GPUParticleInfo *pi)
+{
+ DupliObject *dob = GMS.dob;
+ if (dob->particle_system) {
+ int ind;
+ if (dob->persistent_id[0] < dob->particle_system->totpart)
+ ind = dob->persistent_id[0];
+ else {
+ ind = dob->particle_system->child[dob->persistent_id[0] - dob->particle_system->totpart].parent;
+ }
+ if (ind >= 0) {
+ ParticleData *p = &dob->particle_system->particles[ind];
+
+ pi->scalprops[0] = ind;
+ pi->scalprops[1] = GMS.gscene->r.cfra - p->time;
+ pi->scalprops[2] = p->lifetime;
+ pi->scalprops[3] = p->size;
+
+ copy_v3_v3(pi->location, p->state.co);
+ copy_v3_v3(pi->velocity, p->state.vel);
+ copy_v3_v3(pi->angular_velocity, p->state.ave);
+ return 1;
+ }
+ else return 0;
+ }
+ else
+ return 0;
+}
+
int GPU_object_material_bind(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
@@ -1929,18 +1959,22 @@ int GPU_object_material_bind(int nr, void *attribs)
if (gattribs && GMS.gmatbuf[nr]) {
/* bind glsl material and get attributes */
Material *mat = GMS.gmatbuf[nr];
+ GPUParticleInfo partile_info;
float auto_bump_scale;
GPUMaterial *gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
GPU_material_vertex_attributes(gpumat, gattribs);
+ if (GMS.dob)
+ GPU_get_particle_info(&partile_info);
+
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
- GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale);
+ GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info);
GMS.gboundmat = mat;
/* for glsl use alpha blend mode, unless it's set to solid and
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 3e8f0baf7b0..56b7af787e7 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -117,6 +117,11 @@ struct GPUMaterial {
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
+ int partscalarpropsloc;
+ int partcoloc;
+ int partvel;
+ int partangvel;
+
ListBase lamps;
bool bound;
@@ -255,6 +260,14 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
+ if (material->builtins & GPU_PARTICLE_SCALAR_PROPS)
+ material->partscalarpropsloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_SCALAR_PROPS));
+ if (material->builtins & GPU_PARTICLE_LOCATION)
+ material->partcoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_LOCATION));
+ if (material->builtins & GPU_PARTICLE_VELOCITY)
+ material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY));
+ if (material->builtins & GPU_PARTICLE_ANG_VELOCITY)
+ material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY));
return 1;
}
else {
@@ -387,7 +400,7 @@ void GPU_material_bind(
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
- float autobumpscale)
+ float autobumpscale, GPUParticleInfo *pi)
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@@ -424,6 +437,18 @@ void GPU_material_bind_uniforms(
if (material->builtins & GPU_AUTO_BUMPSCALE) {
GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale);
}
+ if (material->builtins & GPU_PARTICLE_SCALAR_PROPS) {
+ GPU_shader_uniform_vector(shader, material->partscalarpropsloc, 4, 1, pi->scalprops);
+ }
+ if (material->builtins & GPU_PARTICLE_LOCATION) {
+ GPU_shader_uniform_vector(shader, material->partcoloc, 3, 1, pi->location);
+ }
+ if (material->builtins & GPU_PARTICLE_VELOCITY) {
+ GPU_shader_uniform_vector(shader, material->partvel, 3, 1, pi->velocity);
+ }
+ if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) {
+ GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity);
+ }
}
}