[Bf-blender-cvs] [3894066] master: Particle Info node support for GLSL mode and the internal render.

Alexander Romanov noreply at git.blender.org
Tue Jul 14 18:53:06 CEST 2015


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. @@




More information about the Bf-blender-cvs mailing list