Commit: 38940662e540743a6a8da287390a02a9f3f76f6d Author: Alexander Romanov Date: Tue Jul 14 18:48:54 2015 +0200 Branches: master https://developer.blender.org/rB38940662e540743a6a8da287390a02a9f3f76f6d
Particle Info node support for GLSL mode and the internal render. With this patch "Particle Info" node from Cycles works in GLSL and BI Alexander (Blend4Web Team) Reviewers: psy-fi Note: moved particle info to object render instance instead of shadeinput during review - Antony. Differential Revision: https://developer.blender.org/D1313 =================================================================== M release/scripts/startup/nodeitems_builtins.py M source/blender/editors/space_view3d/view3d_draw.c M source/blender/gpu/GPU_draw.h M source/blender/gpu/GPU_material.h M source/blender/gpu/intern/gpu_codegen.c M source/blender/gpu/intern/gpu_draw.c M source/blender/gpu/intern/gpu_material.c M source/blender/gpu/shaders/gpu_shader_material.glsl M source/blender/nodes/shader/nodes/node_shader_particle_info.c M source/blender/render/extern/include/RE_shader_ext.h M source/blender/render/intern/include/render_types.h M source/blender/render/intern/source/renderdatabase.c M source/blender/render/intern/source/shadeinput.c M source/blenderplayer/bad_level_call_stubs/stubs.c M source/gameengine/Ketsji/BL_BlenderShader.cpp =================================================================== diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index bee48de..cada125 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -141,6 +141,7 @@ shader_node_categories = [ NodeItem("ShaderNodeTexture"), NodeItem("ShaderNodeGeometry"), NodeItem("ShaderNodeExtendedMaterial"), + NodeItem("ShaderNodeParticleInfo"), NodeItem("NodeGroupInput", poll=group_input_output_item_poll), ]), ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[ diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 45d5b2f..d13dd31 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2191,7 +2191,9 @@ static void draw_dupli_objects_color( } else { copy_m4_m4(dob->ob->obmat, dob->mat); + GPU_begin_dupli_object(dob); draw_object(scene, ar, v3d, &tbase, dflag_dupli); + GPU_end_dupli_object(); } } diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h index 2e16068..a6bc5ff 100644 --- a/source/blender/gpu/GPU_draw.h +++ b/source/blender/gpu/GPU_draw.h @@ -45,6 +45,7 @@ struct Scene; struct View3D; struct RegionView3D; struct SmokeModifierData; +struct DupliObject; /* OpenGL drawing functions related to shading. These are also * shared with the game engine, where there were previously @@ -72,6 +73,9 @@ void GPU_end_object_materials(void); int GPU_enable_material(int nr, void *attribs); void GPU_disable_material(void); +void GPU_begin_dupli_object(struct DupliObject *dob); +void GPU_end_dupli_object(void); + void GPU_material_diffuse_get(int nr, float diff[4]); bool GPU_material_use_matcaps_get(void); diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index b8a7fca..5995366 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -62,6 +62,7 @@ typedef struct GPUNode GPUNode; typedef struct GPUNodeLink GPUNodeLink; typedef struct GPUMaterial GPUMaterial; typedef struct GPULamp GPULamp; +typedef struct GPUParticleInfo GPUParticleInfo; /* Functions to create GPU Materials nodes */ @@ -90,6 +91,10 @@ typedef enum GPUBuiltin { GPU_OBCOLOR = (1 << 6), GPU_AUTO_BUMPSCALE = (1 << 7), GPU_CAMERA_TEXCO_FACTORS = (1 << 8), + GPU_PARTICLE_SCALAR_PROPS = (1 << 9), + GPU_PARTICLE_LOCATION = (1 << 10), + GPU_PARTICLE_VELOCITY = (1 << 11), + GPU_PARTICLE_ANG_VELOCITY = (1 << 12), } GPUBuiltin; typedef enum GPUOpenGLBuiltin { @@ -189,6 +194,7 @@ GPUNodeLink *GPU_texture(int size, float *pixels); GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, GPUDynamicType dynamictype, void *data); GPUNodeLink *GPU_builtin(GPUBuiltin builtin); GPUNodeLink *GPU_opengl_builtin(GPUOpenGLBuiltin builtin); +void GPU_node_link_set_type(GPUNodeLink *link, GPUType type); bool GPU_link(GPUMaterial *mat, const char *name, ...); bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...); @@ -208,7 +214,7 @@ void GPU_materials_free(void); bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma); void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock); -void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale); +void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale, GPUParticleInfo *pi); void GPU_material_unbind(GPUMaterial *material); bool GPU_material_bound(GPUMaterial *material); struct Scene *GPU_material_scene(GPUMaterial *material); @@ -308,6 +314,14 @@ void GPU_mist_update_values(int type, float start, float dist, float inten, floa void GPU_horizon_update_color(float color[3]); void GPU_ambient_update_color(float color[3]); +typedef struct GPUParticleInfo +{ + float scalprops[4]; + float location[3]; + float velocity[3]; + float angular_velocity[3]; +} GPUParticleInfo; + #ifdef __cplusplus } #endif diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 9440118..335342c 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -387,6 +387,14 @@ 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 f706077..a925d44 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" @@ -1411,6 +1412,7 @@ static struct GPUMaterialState { Material *gmatbuf_fixed[FIXEDMAT]; Material *gboundmat; Object *gob; + DupliObject *dob; Scene *gscene; int glay; bool gscenelock; @@ -1493,11 +1495,22 @@ static Material *gpu_active_node_material(Material *ma) return ma; } +void GPU_begin_dupli_object(DupliObject *dob) +{ + GMS.dob = dob; +} + +void GPU_end_dupli_object(void) +{ + GMS.dob = NULL; +} + void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, bool glsl, bool *do_alpha_after) { Material *ma; GPUMaterial *gpumat; GPUBlendMode alphablend; + DupliObject *dob; int a; const bool gamma = BKE_scene_check_color_management_enabled(scene); const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); @@ -1510,7 +1523,10 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O #endif /* initialize state */ + /* DupliObject must be restored */ + dob = GMS.dob; memset(&GMS, 0, sizeof(GMS)); + GMS.dob = dob; GMS.lastmatnr = -1; GMS.lastretval = -1; GMS.lastalphablend = GPU_BLEND_SOLID; @@ -1618,6 +1634,36 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O GPU_disable_material(); } +int GPU_get_particle_info(GPUParticleInfo *pi) +{ + ParticleData *p; + DupliObject *dob = GMS.dob; + int ind; + if(dob->particle_system) { + 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) { + 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_enable_material(int nr, void *attribs) { GPUVertexAttribs *gattribs = attribs; @@ -1680,14 +1726,20 @@ int GPU_enable_material(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; gpumat = GPU_material_from_blender(GMS.gscene, mat); 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.gob->col, auto_bump_scale); + GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, 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 bd17fb0..5db516d 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -112,6 +112,11 @@ struct GPUMaterial { int obcolloc, obautobumpscaleloc; int cameratexcofacloc; + int partscalarpropsloc; + int partcoloc; + int partvel; + int partangvel; + ListBase lamps; bool bound; }; @@ -241,6 +246,14 @@ 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; } @@ -367,7 +380,7 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim } } -void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale) +void GPU_material_bi @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
